v0.8.1: buff/redesign to lucky, now pulls from ring of wealth pools
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@ -680,8 +680,8 @@ public abstract class Mob extends Char {
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//lucky enchant logic
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if (Dungeon.hero.lvl <= maxLvl && buff(Lucky.LuckProc.class) != null){
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new Flare(8, 24).color(0x00FF00, true).show(sprite, 3f);
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Dungeon.level.drop(Lucky.genLoot(), pos).sprite.drop();
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Lucky.showFlare(sprite);
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}
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}
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@ -23,12 +23,12 @@ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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import com.watabou.noosa.Visual;
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import com.watabou.utils.Random;
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public class Lucky extends Weapon.Enchantment {
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@ -52,20 +52,12 @@ public class Lucky extends Weapon.Enchantment {
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}
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public static Item genLoot(){
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float roll = Random.Float();
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if (roll < 0.6f){
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Item result = new Gold().random();
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result.quantity(Math.round(result.quantity() * 0.5f));
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return result;
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} else if (roll < 0.9f){
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return Random.Int(2) == 0
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? Generator.random(Generator.Category.SEED)
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: Generator.random(Generator.Category.STONE);
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} else {
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return Random.Int(2) == 0
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? Generator.random(Generator.Category.POTION)
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: Generator.random(Generator.Category.SCROLL);
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//80% common, 20% uncommon, 0% rare
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return RingOfWealth.genConsumableDrop(-5);
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}
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public static void showFlare( Visual vis ){
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RingOfWealth.showFlareForBonusDrop(vis);
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}
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@Override
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