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limits/reduction/marking provided for the new orbs. Also fixed Revolver to top at 6
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15
orbs.cpp
15
orbs.cpp
@ -136,6 +136,8 @@ void reduceOrbPowers() {
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reduceOrbPower(itOrbRecall, 77);
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reduceOrbPower(itOrbBull, 120);
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reduceOrbPower(itOrbHorns, 77);
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reduceOrbPower(itOrbLava, 80);
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reduceOrbPower(itOrbMorph, 80);
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if(cwt.c->land != laWildWest)
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reduceOrbPower(itRevolver, 6);
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whirlwind::calcdirs(cwt.c);
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@ -1230,7 +1232,7 @@ eItem targetRangedOrb(cell *c, orbAction a) {
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int orbcharges(eItem it) {
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switch(it) {
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case itRevolver: //pickup-key
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return 6;
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return 6 - items[itRevolver];
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case itOrbShield:
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return inv::on ? 30 : 20;
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case itOrbDiscord:
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@ -1292,6 +1294,13 @@ int orbcharges(eItem it) {
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return sphere ? 3 : 30;
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case itOrbDragon:
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return sphere ? 10 : 77;
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case itOrbMorph:
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return 60;
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case itOrbLava:
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return 50;
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default:
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return 0;
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}
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@ -1309,8 +1318,8 @@ void makelava(cell *c, int i) {
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if(!pseudohept(c)) return;
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if(isPlayerOn(c)) return;
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if(c->wall == waFire && c->wparam < i)
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c->wparam = i;
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else makeflame(c, i, false);
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c->wparam = i, orbused[itOrbLava] = true;
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else if(makeflame(c, i, false)) orbused[itOrbLava] = true;
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}
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void orboflava(int i) {
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