V0.1.1: fixed bugs and cleaned up some effects.
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@@ -367,7 +367,7 @@ public abstract class Char extends Actor {
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sprite.showStatus( CharSprite.NEGATIVE, "bleeding" );
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} else if (buff instanceof Sleep) {
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} else if (buff instanceof Sleep || buff instanceof MagicalSleep) {
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sprite.idle();
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}
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@@ -21,6 +21,7 @@ import java.util.ArrayList;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Drowsy;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.audio.Sample;
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@@ -823,7 +824,7 @@ public class Hero extends Char {
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restoreHealth = false;
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if (this.buff(Drowsy.class) != null){
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Buff.detach(this, Drowsy.class);
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GLog.i("The pain helps you resist the urge to sleep.");
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GLog.w("The pain helps you resist the urge to sleep.");
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}
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super.damage( dmg, src );
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@@ -1100,6 +1101,7 @@ public class Hero extends Char {
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if (ankh != null && ankh.isBlessed()) {
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this.HP = HT;
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new Flare(8, 32).color(0xFFFF66, true).show(sprite, 2f);
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CellEmitter.get(this.pos).start(Speck.factory(Speck.LIGHT), 0.2f, 3);
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ankh.detach(belongings.backpack);
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@@ -294,10 +294,6 @@ public abstract class Mob extends Char {
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} else if (buff instanceof Terror) {
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state = State.FLEEING;
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} else if (buff instanceof Sleep || buff instanceof MagicalSleep) {
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if (sprite != null) {
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//new Flare( 4, 32 ).color( 0x44ffff, true ).show( sprite, 2f ) ;
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this.sprite().showSleep();
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}
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state = State.SLEEPING;
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this.sprite().showSleep();
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postpone( Sleep.SWS );
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