v0.7.2: reduced xp reqs for weapons/armor and raised the caves level cap
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@ -40,7 +40,7 @@ public class Brute extends Mob {
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defenseSkill = 15;
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defenseSkill = 15;
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EXP = 8;
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EXP = 8;
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maxLvl = 15;
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maxLvl = 16;
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loot = Gold.class;
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loot = Gold.class;
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lootChance = 0.5f;
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lootChance = 0.5f;
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@ -41,7 +41,7 @@ public class Spinner extends Mob {
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defenseSkill = 14;
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defenseSkill = 14;
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EXP = 9;
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EXP = 9;
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maxLvl = 16;
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maxLvl = 17;
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loot = new MysteryMeat();
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loot = new MysteryMeat();
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lootChance = 0.125f;
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lootChance = 0.125f;
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@ -386,7 +386,8 @@ public class Armor extends EquipableItem {
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@Override
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@Override
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public void onHeroGainExp(float levelPercent, Hero hero) {
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public void onHeroGainExp(float levelPercent, Hero hero) {
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if (!levelKnown && isEquipped(hero) && availableUsesToID <= USES_TO_ID/2f) {
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if (!levelKnown && isEquipped(hero) && availableUsesToID <= USES_TO_ID/2f) {
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availableUsesToID = Math.min(USES_TO_ID/2f, availableUsesToID + levelPercent * USES_TO_ID/2f);
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//gains enough uses to ID over 0.5 levels
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availableUsesToID = Math.min(USES_TO_ID/2f, availableUsesToID + levelPercent * USES_TO_ID);
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}
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}
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}
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}
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@ -298,6 +298,7 @@ public class Ring extends KindofMisc {
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public void onHeroGainExp( float levelPercent, Hero hero ){
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public void onHeroGainExp( float levelPercent, Hero hero ){
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if (isIdentified() || !isEquipped(hero)) return;
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if (isIdentified() || !isEquipped(hero)) return;
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//becomes IDed after 1 level
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levelsToID -= levelPercent;
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levelsToID -= levelPercent;
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if (levelsToID <= 0){
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if (levelsToID <= 0){
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identify();
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identify();
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@ -182,6 +182,7 @@ public abstract class Wand extends Item {
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public void onHeroGainExp( float levelPercent, Hero hero ){
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public void onHeroGainExp( float levelPercent, Hero hero ){
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if (!isIdentified() && availableUsesToID <= USES_TO_ID/2f) {
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if (!isIdentified() && availableUsesToID <= USES_TO_ID/2f) {
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//gains enough uses to ID over 1 level
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availableUsesToID = Math.min(USES_TO_ID/2f, availableUsesToID + levelPercent * USES_TO_ID/2f);
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availableUsesToID = Math.min(USES_TO_ID/2f, availableUsesToID + levelPercent * USES_TO_ID/2f);
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}
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}
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}
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}
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@ -119,7 +119,8 @@ abstract public class Weapon extends KindOfWeapon {
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public void onHeroGainExp( float levelPercent, Hero hero ){
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public void onHeroGainExp( float levelPercent, Hero hero ){
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if (!levelKnown && isEquipped(hero) && availableUsesToID <= USES_TO_ID/2f) {
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if (!levelKnown && isEquipped(hero) && availableUsesToID <= USES_TO_ID/2f) {
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availableUsesToID = Math.min(USES_TO_ID/2f, availableUsesToID + levelPercent * USES_TO_ID/2f);
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//gains enough uses to ID over 0.5 levels
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availableUsesToID = Math.min(USES_TO_ID/2f, availableUsesToID + levelPercent * USES_TO_ID);
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}
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}
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}
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}
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