v0.6.2: further rebalances to heroes remains
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038d500c98
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@ -74,8 +74,8 @@ public class Bones {
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private static Item pickItem(Hero hero){
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private static Item pickItem(Hero hero){
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Item item = null;
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Item item = null;
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if (Random.Int(2) == 0) {
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if (Random.Int(3) != 0) {
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switch (Random.Int(5)) {
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switch (Random.Int(6)) {
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case 0:
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case 0:
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item = hero.belongings.weapon;
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item = hero.belongings.weapon;
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break;
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break;
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@ -88,7 +88,7 @@ public class Bones {
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case 3:
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case 3:
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item = hero.belongings.misc2;
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item = hero.belongings.misc2;
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break;
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break;
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case 4:
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case 4: case 5:
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item = Dungeon.quickslot.randomNonePlaceholder();
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item = Dungeon.quickslot.randomNonePlaceholder();
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break;
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break;
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}
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}
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@ -111,15 +111,15 @@ public class Bones {
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if (item.stackable){
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if (item.stackable){
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item.quantity(Random.NormalIntRange(1, (item.quantity() + 1) / 2));
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item.quantity(Random.NormalIntRange(1, (item.quantity() + 1) / 2));
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}
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}
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}
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} else {
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}
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if (item == null) {
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if (Dungeon.gold > 100) {
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if (Dungeon.gold > 100) {
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item = new Gold( Random.NormalIntRange( 50, Dungeon.gold/2 ) );
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item = new Gold( Random.NormalIntRange( 50, Dungeon.gold/2 ) );
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} else {
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} else {
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item = new Gold( 50 );
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item = new Gold( 50 );
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}
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}
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}
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}
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}
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return item;
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return item;
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}
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}
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@ -150,11 +150,8 @@ public class Bones {
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if (item instanceof Artifact){
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if (item instanceof Artifact){
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if (Generator.removeArtifact(((Artifact)item).getClass())) {
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if (Generator.removeArtifact(((Artifact)item).getClass())) {
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try {
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try {
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//generates a new artifact of the same type, always +0
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Artifact artifact = (Artifact)item.getClass().newInstance();
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Artifact artifact = (Artifact)item.getClass().newInstance();
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//caps displayed artifact level
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artifact.transferUpgrade(Math.min(
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item.visiblyUpgraded(),
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1 + ((Dungeon.depth * 3) / 10)));
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artifact.cursed = true;
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artifact.cursed = true;
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artifact.cursedKnown = true;
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artifact.cursedKnown = true;
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@ -173,10 +170,9 @@ public class Bones {
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item.cursed = true;
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item.cursed = true;
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item.cursedKnown = true;
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item.cursedKnown = true;
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if (item.isUpgradable()) {
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if (item.isUpgradable()) {
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//gain 1 level every 3.333 floors down plus one additional level.
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//caps at +3
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int lvl = 1 + ((Dungeon.depth * 3) / 10);
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if (item.level() > 3) {
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if (lvl < item.level()) {
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item.degrade( item.level() - 3 );
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item.degrade( item.level() - lvl );
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}
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}
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item.levelKnown = false;
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item.levelKnown = false;
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}
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}
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