V0.2.0: renamed Ring of Power to Ring of Magic
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@ -165,7 +165,7 @@ public class Generator {
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//RingOfMending.class,
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//RingOfDetection.class,
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//RingOfShadows.class,
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RingOfPower.class,
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RingOfMagic.class,
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//RingOfHerbalism.class,
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RingOfAccuracy.class,
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RingOfEvasion.class,
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@ -46,7 +46,7 @@ public class Ring extends KindofMisc {
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//RingOfMending.class,
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//RingOfDetection.class,
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//RingOfShadows.class,
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RingOfPower.class,
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RingOfMagic.class,
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//RingOfHerbalism.class,
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RingOfAccuracy.class,
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RingOfEvasion.class,
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@ -17,25 +17,25 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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public class RingOfPower extends Ring {
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public class RingOfMagic extends Ring {
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{
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name = "Ring of Power";
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name = "Ring of Magic";
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}
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@Override
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protected RingBuff buff( ) {
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return new Power();
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return new Magic();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"Your wands will become more powerful in the energy field " +
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"that radiates from this ring. Degraded rings of power will instead weaken your wands." :
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"Your wands will become more powerful in the arcane field " +
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"that radiates from this ring. Degraded rings of magic will instead weaken your wands." :
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super.desc();
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}
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public class Power extends RingBuff {
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public class Magic extends RingBuff {
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}
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}
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@ -34,7 +34,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.ItemStatusHandler;
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import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.bags.Bag;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfPower.Power;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfMagic.Magic;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.CellSelector;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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@ -210,8 +210,8 @@ public abstract class Wand extends KindOfWeapon {
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public int level() {
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if (charger != null) {
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Power power = charger.target.buff( Power.class );
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return power == null ? level : Math.max( level + power.level, 0 );
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Magic magic = charger.target.buff( Magic.class );
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return magic == null ? level : Math.max( level + magic.level, 0 );
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} else {
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return level;
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}
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