Implement pulse rifle with explodable pulse balls
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@@ -68,7 +68,7 @@ crUpdate f =
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, checkDeath -- must be in this order 24/7/22
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, updateWalkCycle
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, f
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, invRootItemEffs
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, invItemEffs
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]
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-- I have changed the ordering of item/equipment effects, which may have
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@@ -143,8 +143,8 @@ applyPastDamages cr w
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& randGen .~ g
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-- a loop going over all root inventory items
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invRootItemEffs :: Creature -> World -> World
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invRootItemEffs cr =
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invItemEffs :: Creature -> World -> World
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invItemEffs cr =
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appEndo $
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foldMap
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(reduceLocDT (Endo . invItemLocUpdate cr) . LocDT TopDT)
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@@ -235,7 +235,7 @@ tryDrawToCapacitor loc w = fromMaybe w $ do
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itm <- loc ^? locDT . dtValue . _1
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i <- itm ^? itLocation . ilInvID
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x <- loc ^? locDT . dtValue . _1 . itConsumables . _Just
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guard $ x < 250
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guard $ x < 200
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bat <- loc ^? locDT . dtLeft . ix 0 . dtValue . _1
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j <- bat ^? itLocation . ilInvID
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y <- bat ^? itConsumables . _Just
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