Some tweaks to the rogue character
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5985c3e7f6
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4
Makefile
4
Makefile
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@ -19,6 +19,10 @@ run: $(all)
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@LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./ ./_build/debug/breakhack
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.PHONY: run
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playtest: $(all)
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@LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./ ./_build/release/breakhack
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.PHONY: run
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lint:
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@make lint -sC _build/debug
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.PHONY: lint
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11
src/player.c
11
src/player.c
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@ -646,7 +646,14 @@ player_reset_steps(Player *p)
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p->stat_data.steps = 0;
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}
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void player_update(UpdateData *data)
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static void
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reset_dagger_skill(Player *p)
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{
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p->skills[3]->resetCountdown = 0;
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}
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void
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player_update(UpdateData *data)
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{
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Player *player = data->player;
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if (player->stats.hp <= 0)
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@ -674,6 +681,8 @@ void player_update(UpdateData *data)
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} else {
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projectile_destroy(p);
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action_spent(player);
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if (player->class == ROGUE)
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reset_dagger_skill(player);
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}
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}
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10
src/skill.c
10
src/skill.c
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@ -436,7 +436,7 @@ skill_trip(Skill *skill, SkillData *data)
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break;
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}
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}
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monster_set_state(space->monster, STUNNED, (Uint8)(1 + player_has_artifact(data->player, INCREASED_STUN)));
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monster_set_state(space->monster, STUNNED, (Uint8)(2 + player_has_artifact(data->player, INCREASED_STUN)));
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}
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@ -458,7 +458,7 @@ create_trip(void)
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Skill *skill = create_default("Trip", s);
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skill->levelcap = 3;
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skill->instantUse = false;
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skill->resetTime = 3;
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skill->resetTime = 2;
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skill->available = NULL;
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skill->use = skill_trip;
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skill->actionRequired = true;
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@ -501,7 +501,7 @@ skill_backstab(Skill *skill, SkillData *data)
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player_monster_kill_check(data->player, m);
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if (dmg) {
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mixer_play_effect(SWORD_HIT);
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monster_set_state(m, STUNNED, (Uint8)(1 + player_has_artifact(data->player, INCREASED_STUN)));
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monster_set_state(m, STUNNED, (Uint8)(3 + player_has_artifact(data->player, INCREASED_STUN)));
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}
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}
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@ -520,7 +520,7 @@ create_backstab(void)
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Skill *skill = create_default("Backstab", s);
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skill->levelcap = 2;
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skill->instantUse = false;
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skill->resetTime = 5;
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skill->resetTime = 2;
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skill->available = NULL;
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skill->use = skill_backstab;
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skill->actionRequired = true;
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@ -548,7 +548,7 @@ create_phase(void)
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Skill *skill = create_default("Phase", s);
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skill->levelcap = 4;
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skill->instantUse = true;
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skill->resetTime = 8;
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skill->resetTime = 6;
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skill->available = NULL;
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skill->use = skill_phase;
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skill->actionRequired = false;
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