v1.4.0: leaned a bit more into the wealth buff

This commit is contained in:
Evan Debenham
2022-09-02 12:12:46 -04:00
parent 40e54245d1
commit 7ff6cdc043

View File

@@ -112,8 +112,8 @@ public class RingOfWealth extends Ring {
//reset (if needed), decrement, and store counts
if (triesToDrop == Float.MIN_VALUE) {
triesToDrop = Random.NormalIntRange(0, 25);
dropsToEquip = Random.NormalIntRange(4, 8);
triesToDrop = Random.NormalIntRange(0, 20);
dropsToEquip = Random.NormalIntRange(5, 10);
}
//now handle reward logic
@@ -127,7 +127,7 @@ public class RingOfWealth extends Ring {
i = genEquipmentDrop(bonus - 1);
} while (Challenges.isItemBlocked(i));
drops.add(i);
dropsToEquip = Random.NormalIntRange(4, 8);
dropsToEquip = Random.NormalIntRange(5, 10);
} else {
Item i;
do {
@@ -267,9 +267,9 @@ public class RingOfWealth extends Ring {
result = Generator.random(Generator.Category.ARTIFACT);
break;
}
//minimum level is 1/2/3/4/5/6 when ring level is 1/3/6/10/15/21
//minimum level is 1/2/3/4/5/6 when ring level is 1/3/5/7/9/11
if (result.isUpgradable()){
int minLevel = (int)Math.floor((Math.sqrt(8*level + 1)-1)/2f);
int minLevel = (level+1)/2;
if (result.level() < minLevel){
result.level(minLevel);
}