v0.3.2b: tweaked lock floor effect, allowed for some regen to process if time is awarded.
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@@ -436,7 +436,8 @@ public abstract class Wand extends Item {
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float turnsToCharge = (float) (BASE_CHARGE_DELAY
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+ (SCALING_CHARGE_ADDITION * Math.pow(scalingFactor, missingCharges)));
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if (target.buff(LockedFloor.class) == null)
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LockedFloor lock = target.buff(LockedFloor.class);
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if (lock == null || lock.regenOn())
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partialCharge += 1f/turnsToCharge;
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ScrollOfRecharging.Recharging bonus = target.buff(ScrollOfRecharging.Recharging.class);
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