V0.2.0: fixed a save/load issue with Cloak of Shadows
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@@ -378,7 +378,7 @@ public abstract class Char extends Actor {
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sprite.add( CharSprite.State.LEVITATING );
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} else if (buff instanceof Frost) {
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sprite.add( CharSprite.State.FROZEN );
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} else if (buff instanceof Invisibility) {
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} else if (buff instanceof Invisibility || buff instanceof CloakOfShadows.cloakStealth) {
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if (!(buff instanceof Shadows)) {
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sprite.showStatus( CharSprite.POSITIVE, "invisible" );
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}
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@@ -396,7 +396,7 @@ public abstract class Char extends Actor {
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sprite.remove( CharSprite.State.BURNING );
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} else if (buff instanceof Levitation) {
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sprite.remove( CharSprite.State.LEVITATING );
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} else if (buff instanceof Invisibility || buff instanceof CloakOfShadows.cloakStealth && invisible <= 0) {
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} else if ((buff instanceof Invisibility || buff instanceof CloakOfShadows.cloakStealth) && invisible <= 0) {
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sprite.remove( CharSprite.State.INVISIBLE );
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} else if (buff instanceof Paralysis) {
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sprite.remove( CharSprite.State.PARALYSED );
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@@ -424,7 +424,7 @@ public abstract class Char extends Actor {
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sprite.add( CharSprite.State.BURNING );
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} else if (buff instanceof Levitation) {
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sprite.add( CharSprite.State.LEVITATING );
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} else if (buff instanceof Invisibility) {
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} else if (buff instanceof Invisibility || buff instanceof CloakOfShadows.cloakStealth) {
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sprite.add( CharSprite.State.INVISIBLE );
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} else if (buff instanceof Paralysis) {
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sprite.add( CharSprite.State.PARALYSED );
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