V0.2.0: Added classes for 6 (yes 6!) new rings, tied into item handler/generator. Still need implementation.
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@ -162,20 +162,18 @@ public class Generator {
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Category.FOOD.probs = new float[]{ 4, 1, 0 };
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Category.RING.classes = new Class<?>[]{
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//RingOfMending.class,
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//RingOfDetection.class,
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//RingOfShadows.class,
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RingOfMagic.class,
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//RingOfHerbalism.class,
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RingOfAccuracy.class,
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RingOfEvasion.class,
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//RingOfSatiety.class,
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RingOfHaste.class,
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RingOfElements.class
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//RingOfHaggler.class,
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//RingOfThorns.class
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};
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Category.RING.probs = new float[]{ 1, 1, 1, 1, 1 };
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RingOfAccuracy.class,
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RingOfEvasion.class,
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RingOfElements.class,
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RingOfForce.class,
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RingOfFuror.class,
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RingOfHaste.class,
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RingOfMagic.class,
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RingOfMight.class,
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RingOfSharpshooting.class,
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RingOfTenacity.class,
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RingOfWealth.class};
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Category.RING.probs = new float[]{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
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Category.SEED.classes = new Class<?>[]{
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Firebloom.Seed.class,
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@ -43,18 +43,17 @@ public class Ring extends KindofMisc {
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protected Buff buff;
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private static final Class<?>[] rings = {
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//RingOfMending.class,
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//RingOfDetection.class,
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//RingOfShadows.class,
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RingOfAccuracy.class,
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RingOfEvasion.class,
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RingOfElements.class,
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RingOfForce.class,
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RingOfFuror.class,
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RingOfHaste.class,
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RingOfMagic.class,
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//RingOfHerbalism.class,
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RingOfAccuracy.class,
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RingOfEvasion.class,
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//RingOfSatiety.class,
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RingOfHaste.class,
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//RingOfHaggler.class,
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RingOfElements.class,
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//RingOfThorns.class
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RingOfMight.class,
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RingOfSharpshooting.class,
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RingOfTenacity.class,
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RingOfWealth.class,
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};
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private static final String[] gems =
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{"diamond", "opal", "garnet", "ruby", "amethyst", "topaz", "onyx", "tourmaline", "emerald", "sapphire", "quartz", "agate"};
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@ -0,0 +1,30 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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/**
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* Created by debenhame on 10/09/2014.
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*/
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public class RingOfForce extends Ring {
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//TODO: tie this into game logic
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{
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name = "Ring of Force";
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}
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@Override
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protected RingBuff buff( ) {
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return new Force();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"This ring enhances the force of the wearer's blows. " +
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"This extra power is largely wasted when wielding weapons, " +
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"but an unarmed attack will be made much stronger. " +
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"A cursed ring will instead weaken the wearer's blows." :
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super.desc();
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}
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public class Force extends RingBuff {
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}
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}
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@ -0,0 +1,29 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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/**
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* Created by debenhame on 10/09/2014.
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*/
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public class RingOfFuror extends Ring {
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//TODO: tie this into game logic
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{
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name = "Ring of Furor";
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}
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@Override
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protected RingBuff buff( ) {
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return new Furor();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"This ring grants the wearer a sort of rising inner fury. " +
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"Every successful attack will increase the wearers attacking speed " +
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"until they stop fighting or miss too frequently. " +
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"A cursed ring will instead slow the wearer's speed of attack." :
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super.desc();
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}
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public class Furor extends RingBuff {
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}
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}
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@ -0,0 +1,29 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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/**
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* Created by debenhame on 10/09/2014.
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*/
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public class RingOfMight extends Ring {
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//TODO: tie this into game logic
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{
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name = "Ring of Might";
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}
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@Override
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protected RingBuff buff( ) {
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return new Might();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"This ring enhances the physical traits of the wearer, " +
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"granting them greater physical strength and constitution. " +
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"A cursed ring will weaken the wearer." :
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super.desc();
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}
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public class Might extends RingBuff {
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}
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}
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@ -0,0 +1,28 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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/**
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* Created by debenhame on 10/09/2014.
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*/
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public class RingOfSharpshooting extends Ring {
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//TODO: tie this into game logic
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{
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name = "Ring of Sharpshooting";
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}
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@Override
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protected RingBuff buff( ) {
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return new Aim();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"This ring enhances the wearer's precision and aim, which will " +
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"make all projectile weapons hit harder and last longer. " +
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"A cursed ring will have the opposite effect.":
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super.desc();
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}
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public class Aim extends RingBuff {
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}
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}
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@ -0,0 +1,29 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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/**
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* Created by debenhame on 10/09/2014.
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*/
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public class RingOfTenacity extends Ring {
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//TODO: tie this into game logic
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{
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name = "Ring of Tenacity";
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}
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@Override
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protected RingBuff buff( ) {
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return new Tenacity();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"When worn, this ring will allow the wearer to resist normally mortal strikes. " +
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"The weaker the user becomes, the more resistant they will be to physical damage. " +
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"A cursed ring will instead make it easier for the wearer to be executed." :
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super.desc();
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}
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public class Tenacity extends RingBuff {
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}
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}
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@ -0,0 +1,28 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.rings;
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/**
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* Created by debenhame on 10/09/2014.
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*/
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public class RingOfWealth extends Ring {
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//TODO: tie this into game logic
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{
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name = "Ring of Wealth";
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}
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@Override
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protected RingBuff buff( ) {
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return new Wealth();
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}
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@Override
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public String desc() {
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return isKnown() ?
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"It's not clear what this ring does exactly, good luck may influence " +
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"the life an an adventurer in many subtle ways. " +
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"Naturally a cursed ring would give bad luck." :
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super.desc();
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}
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public class Wealth extends RingBuff {
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}
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}
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