V0.2.0: Added last bit of Ring of Wealth logic
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@ -36,6 +36,7 @@ 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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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.rings.RingOfAccuracy;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfAccuracy;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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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.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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@ -467,6 +468,14 @@ public abstract class Mob extends Char {
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@SuppressWarnings("unchecked")
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@SuppressWarnings("unchecked")
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protected void dropLoot() {
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protected void dropLoot() {
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float lootChance = this.lootChance;
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int bonus = 0;
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for (Buff buff : Dungeon.hero.buffs(RingOfWealth.Wealth.class)) {
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bonus += ((RingOfWealth.Wealth) buff).level;
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}
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lootChance *= Math.pow(1.1, bonus);
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if (loot != null && Random.Float() < lootChance) {
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if (loot != null && Random.Float() < lootChance) {
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Item item = null;
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Item item = null;
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if (loot instanceof Generator.Category) {
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if (loot instanceof Generator.Category) {
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