v0.6.2: bones no longer contain progression items but getting 50 gold is less likely
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@ -27,11 +27,6 @@ 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.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.Artifact;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfMight;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfStrength;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicalInfusion;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Game;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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@ -97,7 +92,7 @@ public class Bones {
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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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if (item != null && !item.bones)
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if (item == null || item.bones)
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return pickItem(hero);
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return pickItem(hero);
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} else {
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} else {
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@ -113,17 +108,13 @@ public class Bones {
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if (Random.Int(3) < items.size()) {
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if (Random.Int(3) < items.size()) {
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item = Random.element(items);
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item = Random.element(items);
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if (item.stackable){
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if (item.stackable){
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if (item instanceof MissileWeapon){
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item.quantity(Random.NormalIntRange(1, item.quantity()));
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} else {
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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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}
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}
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}
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}
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if (item == null) {
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if (item == null) {
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if (Dungeon.gold > 50) {
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if (Dungeon.gold > 100) {
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item = new Gold( Random.NormalIntRange( 50, Dungeon.gold ) );
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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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@ -175,16 +166,6 @@ public class Bones {
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} else {
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} else {
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return new Gold(item.price());
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return new Gold(item.price());
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}
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}
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//Progression items are less likely to appear in bones in very early floors
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//This is to discourage using heroes remains to purposefully boost your earlygame
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} else if (item instanceof PotionOfStrength || item instanceof PotionOfMight ||
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item instanceof ScrollOfUpgrade || item instanceof ScrollOfMagicalInfusion){
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if (Random.IntRange(1, 3) >= depth){
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return new Gold(item.price());
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}
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}
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}
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if (item.isUpgradable()) {
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if (item.isUpgradable()) {
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@ -31,8 +31,6 @@ public class PotionOfMight extends Potion {
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{
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{
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initials = 6;
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initials = 6;
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bones = true;
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}
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}
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@Override
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@Override
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@ -31,8 +31,6 @@ public class PotionOfStrength extends Potion {
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{
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{
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initials = 10;
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initials = 10;
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bones = true;
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}
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}
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@Override
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@Override
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@ -36,8 +36,6 @@ public class ScrollOfMagicalInfusion extends InventoryScroll {
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{
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{
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initials = 2;
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initials = 2;
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mode = WndBag.Mode.ENCHANTABLE;
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mode = WndBag.Mode.ENCHANTABLE;
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bones = true;
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}
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}
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@Override
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@Override
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@ -40,8 +40,6 @@ public class ScrollOfUpgrade extends InventoryScroll {
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{
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{
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initials = 11;
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initials = 11;
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mode = WndBag.Mode.UPGRADEABLE;
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mode = WndBag.Mode.UPGRADEABLE;
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bones = true;
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}
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}
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@Override
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@Override
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