That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
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@@ -5,23 +5,25 @@ import electroblob.wizardry.WizardryEventHandler;
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/** Stores various global constants used in Wizardry. */
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public final class Constants {
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/** The amount of mana a crystal shard is worth */
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// 100 doesn't divide nicely by 9 so we're calling this 10. I guess you lose a little bit by smashing a crystal.
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public static final int MANA_PER_SHARD = 10;
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/** The amount of mana each magic crystal is worth */
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public static final int MANA_PER_CRYSTAL = 100;
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/** The amount of mana each mana flask can hold */
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public static final int MANA_PER_FLASK = 700;
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/** The amount of mana a grand magic crystal is worth */
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public static final int GRAND_CRYSTAL_MANA = 400;
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/** The maximum number of one type of wand upgrade which can be applied to a wand. */
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public static final int UPGRADE_STACK_LIMIT = 3;
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/** The fraction by which cooldowns are reduced for each level of cooldown upgrade. */
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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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public static final float DAMAGE_INCREASE_PER_TIER = 0.15f;
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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 potency is increased for each tier of matching wand. */
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public static final float POTENCY_INCREASE_PER_TIER = 0.15f;
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/** The fraction by which costs are reduced for each piece of matching armour. */
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public static final float COST_REDUCTION_PER_ARMOUR = 0.15f;
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/** The extra fraction by which costs are reduced for a full set of elemental armour. */
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public static final float FULL_ARMOUR_SET_BONUS = 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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/** The fraction by which spell range is increased for each level of range upgrade. */
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@@ -32,7 +34,7 @@ public final class Constants {
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public static final double FROST_SLOWNESS_PER_LEVEL = 0.5;
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/** The fraction by which movement speed is reduced per level of decay effect. */
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public static final double DECAY_SLOWNESS_PER_LEVEL = 0.2;
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/** The fraction by which dig speed is reduced per level of frost effect. */
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/** The fraction by which dig speed is reduced per level of frostbite effect. */
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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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@@ -40,11 +42,13 @@ public final class Constants {
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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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public static final int SIPHON_MANA_PER_LEVEL = 5;
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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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/** The fraction by which potency is increased per level of the empowerment effect. */
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public static final float EMPOWERMENT_POTENCY_PER_LEVEL = 0.25f;
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}
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