v0.3.0: tweaked random levelling. Rings can be +3 again, armor/wep less likely to be +3, wands slightly more likely to be +2
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@ -257,7 +257,7 @@ public class Armor extends EquipableItem {
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int n = 1;
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if (Random.Int( 3 ) == 0) {
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n++;
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if (Random.Int( 3 ) == 0) {
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if (Random.Int( 5 ) == 0) {
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n++;
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}
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}
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@ -248,8 +248,12 @@ public class Ring extends KindofMisc {
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@Override
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public Item random() {
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int n = 1;
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if (Random.Int(3) == 0)
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if (Random.Int(3) == 0) {
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n++;
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if (Random.Int(5) == 0){
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n++;
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}
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}
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if (Random.Float() < 0.3f) {
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level = -n;
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@ -247,12 +247,16 @@ public abstract class Wand extends Item {
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@Override
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public Item random() {
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if (Random.Float() < 0.5f) {
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upgrade();
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if (Random.Float() < 0.15f) {
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upgrade();
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int n = 0;
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if (Random.Int(2) == 0) {
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n++;
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if (Random.Int(5) == 0) {
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n++;
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}
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}
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upgrade( n );
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return this;
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}
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@ -191,7 +191,7 @@ public class Weapon extends KindOfWeapon {
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int n = 1;
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if (Random.Int( 3 ) == 0) {
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n++;
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if (Random.Int( 3 ) == 0) {
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if (Random.Int( 5 ) == 0) {
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n++;
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}
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}
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