v2.1.0: fixed monk focus dodge rarely triggering on magic attacks
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@@ -526,6 +526,8 @@ public abstract class Char extends Actor {
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if (defender.buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class) != null && !magic){
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if (defender.buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class) != null && !magic){
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defStat = INFINITE_EVASION;
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defStat = INFINITE_EVASION;
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defender.buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class).detach();
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Buff.affect(defender, MonkEnergy.MonkAbility.Focus.FocusActivation.class, 0);
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}
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}
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//if accuracy or evasion are large enough, treat them as infinite.
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//if accuracy or evasion are large enough, treat them as infinite.
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+10
@@ -447,6 +447,16 @@ public class MonkEnergy extends Buff implements ActionIndicator.Action {
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}
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}
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}
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}
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//tracks just the activation of focus, needed as magical attacks do not trigger it
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// but may be dodged normally
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public static class FocusActivation extends FlavourBuff {
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{
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actPriority = VFX_PRIO;
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}
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}
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}
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}
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public static class Dash extends MonkAbility {
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public static class Dash extends MonkAbility {
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@@ -548,8 +548,8 @@ public class Hero extends Char {
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return Messages.get(RoundShield.GuardTracker.class, "guarded");
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return Messages.get(RoundShield.GuardTracker.class, "guarded");
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}
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}
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if (buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class) != null){
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if (buff(MonkEnergy.MonkAbility.Focus.FocusActivation.class) != null){
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buff(MonkEnergy.MonkAbility.Focus.FocusBuff.class).detach();
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buff(MonkEnergy.MonkAbility.Focus.FocusActivation.class).detach();
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if (sprite != null && sprite.visible) {
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if (sprite != null && sprite.visible) {
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Sample.INSTANCE.play(Assets.Sounds.HIT_PARRY, 1, Random.Float(0.96f, 1.05f));
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Sample.INSTANCE.play(Assets.Sounds.HIT_PARRY, 1, Random.Float(0.96f, 1.05f));
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}
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}
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