v0.2.3: artifact refactoring, pulled some display logic into superclass
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@@ -28,8 +28,8 @@ public class AlchemistsToolkit extends Artifact {
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name = "Alchemists Toolkit";
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image = ItemSpriteSheet.ARTIFACT_TOOLKIT;
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level = 0;
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levelCap = 10;
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//charge, chargecap, partialcharge, and exp are unused.
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}
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public static final String AC_BREW = "BREW";
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@@ -217,7 +217,7 @@ public class AlchemistsToolkit extends Artifact {
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public boolean tryCook(int count){
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//this logic is handled inside the class with a variable so that it may be stored.
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//to prevent manipulation where a player could keep trowing in 1-2 seeds until they get lucky.
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//to prevent manipulation where a player could keep throwing in 1-2 seeds until they get lucky.
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if (seedsToPotion == 0){
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if (Random.Int(30) < 10+level){
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if (Random.Int(30) < level){
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