v0.8.1: slightly reduced random equipment drops, and slime drops
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@ -65,9 +65,9 @@ public class Slime extends Mob {
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@Override
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@Override
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public void rollToDropLoot() {
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public void rollToDropLoot() {
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//each drop makes future drops 1/2 as likely
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//each drop makes future drops 1/3 as likely
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// so loot chance looks like: 1/5, 1/10, 1/20, 1/40, etc.
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// so loot chance looks like: 1/5, 1/15, 1/45, 1/135, etc.
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lootChance *= Math.pow(1/2f, Dungeon.LimitedDrops.SLIME_WEP.count);
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lootChance *= Math.pow(1/3f, Dungeon.LimitedDrops.SLIME_WEP.count);
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super.rollToDropLoot();
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super.rollToDropLoot();
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}
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}
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@ -179,23 +179,23 @@ import java.util.LinkedHashMap;
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public class Generator {
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public class Generator {
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public enum Category {
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public enum Category {
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WEAPON ( 6, MeleeWeapon.class),
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WEAPON ( 4, MeleeWeapon.class),
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WEP_T1 ( 0, MeleeWeapon.class),
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WEP_T1 ( 0, MeleeWeapon.class),
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WEP_T2 ( 0, MeleeWeapon.class),
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WEP_T2 ( 0, MeleeWeapon.class),
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WEP_T3 ( 0, MeleeWeapon.class),
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WEP_T3 ( 0, MeleeWeapon.class),
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WEP_T4 ( 0, MeleeWeapon.class),
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WEP_T4 ( 0, MeleeWeapon.class),
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WEP_T5 ( 0, MeleeWeapon.class),
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WEP_T5 ( 0, MeleeWeapon.class),
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ARMOR ( 4, Armor.class ),
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ARMOR ( 3, Armor.class ),
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MISSILE ( 4, MissileWeapon.class ),
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MISSILE ( 3, MissileWeapon.class ),
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MIS_T1 ( 0, MissileWeapon.class ),
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MIS_T1 ( 0, MissileWeapon.class ),
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MIS_T2 ( 0, MissileWeapon.class ),
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MIS_T2 ( 0, MissileWeapon.class ),
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MIS_T3 ( 0, MissileWeapon.class ),
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MIS_T3 ( 0, MissileWeapon.class ),
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MIS_T4 ( 0, MissileWeapon.class ),
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MIS_T4 ( 0, MissileWeapon.class ),
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MIS_T5 ( 0, MissileWeapon.class ),
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MIS_T5 ( 0, MissileWeapon.class ),
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WAND ( 3, Wand.class ),
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WAND ( 2, Wand.class ),
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RING ( 1, Ring.class ),
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RING ( 1, Ring.class ),
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ARTIFACT( 1, Artifact.class),
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ARTIFACT( 1, Artifact.class),
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