v0.4.0: balance changes re: equipment and prison
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@ -45,7 +45,7 @@ public class Guard extends Mob {
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{
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{
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spriteClass = GuardSprite.class;
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spriteClass = GuardSprite.class;
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HP = HT = 30;
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HP = HT = 40;
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defenseSkill = 10;
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defenseSkill = 10;
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EXP = 6;
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EXP = 6;
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@ -131,7 +131,7 @@ public class Guard extends Mob {
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@Override
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@Override
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public int dr() {
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public int dr() {
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return 7;
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return 9;
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}
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}
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@Override
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@Override
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@ -76,7 +76,7 @@ public class Tengu extends Mob {
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@Override
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@Override
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public int damageRoll() {
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public int damageRoll() {
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return Random.NormalIntRange( 6, 15 );
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return Random.NormalIntRange( 8, 15 );
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}
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}
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@Override
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@Override
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@ -24,6 +24,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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@ -69,12 +70,16 @@ public class CryptPainter extends Painter {
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private static Item prize( Level level ) {
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private static Item prize( Level level ) {
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Item prize = Generator.random( Generator.Category.ARMOR );
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//1 floor set higher than normal
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Armor prize = Generator.randomArmor( (Dungeon.depth / 5) + 1);
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for (int i=0; i < 3; i++) {
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//if it isn't already cursed, give it a free upgrade
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Item another = Generator.random( Generator.Category.ARMOR );
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if (!prize.cursed){
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if (another.level() > prize.level()) {
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prize.upgrade();
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prize = another;
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//curse the armor, unless it has a glyph
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if (prize.glyph != null){
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prize.cursed = prize.cursedKnown = true;
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prize.inscribe(Armor.Glyph.randomCurse());
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}
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}
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}
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}
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@ -20,6 +20,7 @@
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*/
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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@ -86,25 +87,22 @@ public class PoolPainter extends Painter {
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Item prize;
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Item prize;
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if (Random.Int(3) != 0){
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if (Random.Int(3) == 0){
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prize = level.findPrizeItem();
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prize = level.findPrizeItem();
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if (prize != null)
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if (prize != null)
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return prize;
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return prize;
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}
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}
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prize = Generator.random( Random.oneOf(
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//1 floor set higher in probability
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Generator.Category.WEAPON,
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if (Random.Int(2) == 0){
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Generator.Category.ARMOR
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prize = Generator.randomWeapon((Dungeon.depth / 5)+1);
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) );
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} else {
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prize = Generator.randomArmor((Dungeon.depth / 5)+1);
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for (int i=0; i < 4; i++) {
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Item another = Generator.random( Random.oneOf(
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Generator.Category.WEAPON,
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Generator.Category.ARMOR
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) );
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if (another.level() > prize.level()) {
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prize = another;
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}
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}
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//if not cursed, 50% chance for an extra update.
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if (!prize.cursed && Random.Int(0) == 1){
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prize.upgrade();
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}
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}
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return prize;
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return prize;
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