v0.4.1: adjusted the ring of wealth, no longer generates extra progression items
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@ -198,27 +198,30 @@ public abstract class Level implements Bundlable {
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if (!(Dungeon.bossLevel() || Dungeon.depth == 21) /*final shop floor*/) {
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addItemToSpawn( Generator.random( Generator.Category.FOOD ) );
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int bonus = RingOfWealth.getBonus(Dungeon.hero, RingOfWealth.Wealth.class);
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if (Dungeon.posNeeded()) {
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addItemToSpawn( new PotionOfStrength() );
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if (Random.Float() > Math.pow(0.925, bonus))
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addItemToSpawn( new PotionOfMight() );
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else
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addItemToSpawn( new PotionOfStrength() );
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Dungeon.limitedDrops.strengthPotions.count++;
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}
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if (Dungeon.souNeeded()) {
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addItemToSpawn( new ScrollOfUpgrade() );
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if (Random.Float() > Math.pow(0.925, bonus))
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addItemToSpawn( new ScrollOfMagicalInfusion() );
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else
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addItemToSpawn( new ScrollOfUpgrade() );
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Dungeon.limitedDrops.upgradeScrolls.count++;
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}
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if (Dungeon.asNeeded()) {
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if (Random.Float() > Math.pow(0.925, bonus))
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addItemToSpawn( new Stylus() );
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addItemToSpawn( new Stylus() );
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Dungeon.limitedDrops.arcaneStyli.count++;
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}
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int bonus = RingOfWealth.getBonus(Dungeon.hero, RingOfWealth.Wealth.class);
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if (Random.Float() > Math.pow(0.95, bonus)){
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if (Random.Int(2) == 0)
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addItemToSpawn( new ScrollOfMagicalInfusion() );
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else
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addItemToSpawn( new PotionOfMight() );
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}
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DriedRose rose = Dungeon.hero.belongings.getItem( DriedRose.class );
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if (rose != null && !rose.cursed){
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//this way if a rose is dropped later in the game, player still has a chance to max it out.
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