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inv:: buffed up the Orb of Intensity
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2
game.cpp
2
game.cpp
@ -7281,7 +7281,7 @@ EX bool collectItem(cell *c2, bool telekinesis IS(false)) {
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it = itOrbSpeed;
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}
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if(c2->land == laAsteroids) oc = 10;
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if(markOrb(itOrbIntensity)) oc = oc * 6 / 5;
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if(markOrb(itOrbIntensity)) oc = intensify(oc);
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if(!items[it]) items[it]++;
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items[it] += oc;
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}
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3
help.cpp
3
help.cpp
@ -354,6 +354,9 @@ EX string generateHelpForItem(eItem it) {
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if(it == itOrbWinter)
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help += XLAT("\n\nThis orb also allows you to collect items encased in ice.");
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if(it == itOrbIntensity && inv::on)
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help += XLAT("\n\nIn the Orb Strategy Mode, the effect is increased to +100%.");
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if(it == itOrbEmpathy) {
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int cnt = 0;
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8
orbs.cpp
8
orbs.cpp
@ -69,12 +69,16 @@ EX void empathyMove(const movei& mi) {
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}
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}
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EX int intensify(int val) {
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return inv::on ? 2 * val : val * 6 / 5;
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}
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EX bool reduceOrbPower(eItem it, int cap) {
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if(items[it] && (lastorbused[it] || (it == itOrbShield && items[it]>3) || !markOrb(itOrbTime))) {
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items[it] -= multi::activePlayers();
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if(isHaunted(cwt.at->land)) survivalist = false;
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if(items[it] < 0) items[it] = 0;
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if(items[it] > cap && markOrb(itOrbIntensity)) cap = cap * 6 / 5;
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if(items[it] > cap && markOrb(itOrbIntensity)) cap = intensify(cap);
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if(items[it] > cap && timerghost) items[it] = cap;
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if(items[it] == 0 && it == itOrbLove)
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princess::bringBack();
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@ -1377,7 +1381,7 @@ EX int orbcharges(eItem it) {
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case itOrbChoice:
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return 60;
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case itOrbIntensity:
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return 50;
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return inv::on ? 150 : 50;
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case itOrbWinter: // "pickup-winter"
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return inv::on ? 45 : 30;
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break;
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