v2.5.0: nerfed dew drops from grassy floors, reduced mossy clump cost
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+2
-2
@@ -38,8 +38,8 @@ public class MossyClump extends Trinket {
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@Override
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@Override
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protected int upgradeEnergyCost() {
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protected int upgradeEnergyCost() {
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//5 -> 20(25) -> 25(50) -> 30(80)
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//5 -> 15(20) -> 20(40) -> 25(65)
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return 20+5*level();
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return 15+5*level();
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}
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}
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@Override
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@Override
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+6
@@ -138,6 +138,12 @@ public class HighGrass {
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// Dew, scales from 1/6 to 1/4
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// Dew, scales from 1/6 to 1/4
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lootChance = 1/(6f -naturalismLevel/2f);
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lootChance = 1/(6f -naturalismLevel/2f);
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//grassy levels spawn half as much dew
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if (Dungeon.level != null && Dungeon.level.feeling == Level.Feeling.GRASS){
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lootChance /= 2;
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}
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if (Random.Float() < lootChance) {
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if (Random.Float() < lootChance) {
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level.drop(new Dewdrop(), pos).sprite.drop();
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level.drop(new Dewdrop(), pos).sprite.drop();
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}
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}
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