Initial 1.11.2 update
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@@ -15,10 +15,12 @@ public final class Constants {
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public static final float COOLDOWN_REDUCTION_PER_LEVEL = 0.15f;
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/** The fraction by which maximum charge is increased for each level of storage upgrade. */
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public static final float STORAGE_INCREASE_PER_LEVEL = 0.15f;
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/** The fraction by which damage is increased for each tier of matching wand. */
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/** The fraction by which damage is increased for each tier of matching wand. */
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public static final float DAMAGE_INCREASE_PER_TIER = 0.15f;
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/** The fraction by which costs are reduced for each piece of matching armour. Note that changing this value will not
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* affect continuous spells, since they are handled differently. */
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/**
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* The fraction by which costs are reduced for each piece of matching armour. Note that changing this value will not
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* affect continuous spells, since they are handled differently.
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*/
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public static final float COST_REDUCTION_PER_ARMOUR = 0.2f;
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/** The fraction by which spell duration is increased for each level of duration upgrade. */
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public static final float DURATION_INCREASE_PER_LEVEL = 0.25f;
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@@ -34,11 +36,15 @@ public final class Constants {
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public static final float FROST_FATIGUE_PER_LEVEL = 0.45f;
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/** The number of ticks between each mana increase for wands with the condenser upgrade. */
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public static final int CONDENSER_TICK_INTERVAL = 50;
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/** The amount of mana given for a kill for each level of siphon upgrade. A random amount from 0 to this number - 1
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* is also added. See {@link WizardryEventHandler#onLivingDeathEvent} for more details. */
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/**
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* The amount of mana given for a kill for each level of siphon upgrade. A random amount from 0 to this number - 1
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* is also added. See {@link WizardryEventHandler#onLivingDeathEvent} for more details.
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*/
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public static final int SIPHON_MANA_PER_LEVEL = 3;
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/** The number of ticks between the spawning of patches of decay when an entity has the decay effect.
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* Note that decay won't spawn again if something is already standing in it. */
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/**
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* The number of ticks between the spawning of patches of decay when an entity has the decay effect. Note that decay
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* won't spawn again if something is already standing in it.
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*/
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public static final int DECAY_SPREAD_INTERVAL = 8;
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}
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