Introduced the phase artifact
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0dcb658076
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97ad1ddd23
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@ -60,23 +60,55 @@ artifact_set_effect(Artifact *a, MagicalEffect effect)
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a->info.name = "Ugly shirt";
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a->info.name = "Ugly shirt";
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a->info.desc = "You look disgusting";
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a->info.desc = "You look disgusting";
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break;
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break;
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case PHASE_IMPROVEMENT:
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a->info.name = "Shadow cloak";
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a->info.desc = "You feel more in phase with the world";
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break;
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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static int WarriorArtifacts[] = {
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IMPROVED_HEARING, // 0
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TRAP_AVOIDANCE, // 1
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PIERCING_DAGGERS, // 2
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DAGGER_RECOVERY, // 3
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PUSH_BACK, // 4
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FEAR_INDUCING, // 5
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INCREASED_STUN, // 6
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CHARGE_THROUGH // 7
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};
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static int RogueArtifacts[] = {
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IMPROVED_HEARING, // 0
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TRAP_AVOIDANCE, // 1
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PIERCING_DAGGERS, // 2
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DAGGER_RECOVERY, // 3
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PUSH_BACK, // 4
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FEAR_INDUCING, // 5
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INCREASED_STUN, // 6
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PHASE_IMPROVEMENT // 7
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};
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Artifact *
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Artifact *
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artifact_create_random(Player *p, Uint8 level)
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artifact_create_random(Player *p, Uint8 level)
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{
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{
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int option = -1;
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int option = -1;
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if (p->stats.lvl >= 4)
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if (p->stats.lvl >= 4)
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option = get_random(LAST_ARTIFACT_EFFECT - 1);
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option = get_random(7);
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else if (p->stats.lvl >= 3)
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else if (p->stats.lvl >= 3)
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option = get_random(INCREASED_STUN);
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option = get_random(6);
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else
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else
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option = get_random(FEAR_INDUCING);
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option = get_random(5);
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Artifact *a = artifact_create(option);
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int * artifactPool = NULL;
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if (p->class == ROGUE)
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artifactPool = RogueArtifacts;
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else
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artifactPool = WarriorArtifacts;
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Artifact *a = artifact_create(artifactPool[option]);
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a->level = level;
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a->level = level;
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return a;
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return a;
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}
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}
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@ -127,6 +159,11 @@ artifact_sprite_for(MagicalEffect effect)
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sprite_set_texture(sprite, t, 0);
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(6*16, 8*16);
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sprite->clip = CLIP16(6*16, 8*16);
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break;
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break;
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case PHASE_IMPROVEMENT:
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t = texturecache_add("Items/Armor.png");
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sprite_set_texture(sprite, t, 0);
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sprite->clip = CLIP16(1*16, 5*16);
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -29,6 +29,7 @@ typedef enum MagicalEffect {
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FEAR_INDUCING,
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FEAR_INDUCING,
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INCREASED_STUN,
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INCREASED_STUN,
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CHARGE_THROUGH,
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CHARGE_THROUGH,
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PHASE_IMPROVEMENT,
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LAST_ARTIFACT_EFFECT // Sentinel
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LAST_ARTIFACT_EFFECT // Sentinel
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} MagicalEffect;
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} MagicalEffect;
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