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Add options to control how much extra credits are given for accumulated wins
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@@ -242,6 +242,16 @@ public enum VSubmenuQuestPrefs implements IVSubmenu<CSubmenuQuestPrefs> {
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pnlRewards.add(new FLabel.Builder().text("Alternative Win").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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pnlRewards.add(new FLabel.Builder().text("Alternative Win").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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pnlRewards.add(new PrefInput(QPref.REWARDS_ALTERNATIVE, QuestPreferencesErrType.REWARDS), fieldConstraints);
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pnlRewards.add(new PrefInput(QPref.REWARDS_ALTERNATIVE, QuestPreferencesErrType.REWARDS), fieldConstraints);
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FLabel WinMulti = new FLabel.Builder().text("Bonus Multiplier per Win").fontAlign(SwingConstants.RIGHT).build();
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WinMulti.setToolTipText("Each previous win increases your reward by this much after winning a match.");
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pnlRewards.add(WinMulti, labelConstraints);
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pnlRewards.add(new PrefInput(QPref.REWARDS_WINS_MULTIPLIER, QuestPreferencesErrType.REWARDS), fieldConstraints);
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FLabel WinMultiMax = new FLabel.Builder().text("Max Wins for Multiplier").fontAlign(SwingConstants.RIGHT).build();
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WinMultiMax.setToolTipText("Reward stops increasing after you have this many wins.");
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pnlRewards.add(WinMultiMax, labelConstraints);
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pnlRewards.add(new PrefInput(QPref.REWARDS_WINS_MULTIPLIER_MAX, QuestPreferencesErrType.REWARDS), fieldConstraints);
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pnlRewards.add(new FLabel.Builder().text("Win by Turn 15").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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pnlRewards.add(new FLabel.Builder().text("Win by Turn 15").fontAlign(SwingConstants.RIGHT).build(), labelConstraints);
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pnlRewards.add(new PrefInput(QPref.REWARDS_TURN15, QuestPreferencesErrType.REWARDS), fieldConstraints);
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pnlRewards.add(new PrefInput(QPref.REWARDS_TURN15, QuestPreferencesErrType.REWARDS), fieldConstraints);
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@@ -229,8 +229,17 @@ public class QuestWinLoseController {
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sb.append(StringUtils.capitalize(qEvent.getDifficulty().getTitle()));
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sb.append(StringUtils.capitalize(qEvent.getDifficulty().getTitle()));
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sb.append(" opponent: ").append(credBase).append(" credits.\n");
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sb.append(" opponent: ").append(credBase).append(" credits.\n");
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final int creditsForPreviousWins = (int) ((Double.parseDouble(FModel.getQuestPreferences()
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final int creditsForPreviousWins;
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.getPref(QPref.REWARDS_WINS_MULTIPLIER)) * qData.getAchievements().getWin()));
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if (FModel.getQuestPreferences()
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.getPrefInt(QPref.REWARDS_WINS_MULTIPLIER_MAX) > qData.getAchievements().getWin()) {
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creditsForPreviousWins = (int) ((Double.parseDouble(FModel.getQuestPreferences()
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.getPref(QPref.REWARDS_WINS_MULTIPLIER)) * qData.getAchievements().getWin()));
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} else {
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creditsForPreviousWins = (int) ((Double.parseDouble(FModel.getQuestPreferences()
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.getPref(QPref.REWARDS_WINS_MULTIPLIER)) * FModel.getQuestPreferences()
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.getPrefInt(QPref.REWARDS_WINS_MULTIPLIER_MAX)));
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}
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credBase += creditsForPreviousWins;
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credBase += creditsForPreviousWins;
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sb.append("Bonus for previous wins: ").append(creditsForPreviousWins).append(
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sb.append("Bonus for previous wins: ").append(creditsForPreviousWins).append(
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@@ -55,6 +55,8 @@ public class QuestPreferences extends PreferencesStore<QuestPreferences.QPref> i
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// For each of your previous wins gain a small multiplier
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// For each of your previous wins gain a small multiplier
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// This is here to award long quests with more money for buying expensive cards
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// This is here to award long quests with more money for buying expensive cards
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REWARDS_WINS_MULTIPLIER("0.3"),
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REWARDS_WINS_MULTIPLIER("0.3"),
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// Rewards stop increasing after this many wins
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REWARDS_WINS_MULTIPLIER_MAX("300"),
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// Winning each game by other means "Poison", "Milling" or "Alternative" Win
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// Winning each game by other means "Poison", "Milling" or "Alternative" Win
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REWARDS_POISON("50"),
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REWARDS_POISON("50"),
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@@ -311,6 +313,8 @@ public class QuestPreferences extends PreferencesStore<QuestPreferences.QPref> i
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case STARTING_CREDITS_MEDIUM:
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case STARTING_CREDITS_MEDIUM:
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case STARTING_CREDITS_HARD:
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case STARTING_CREDITS_HARD:
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case STARTING_CREDITS_EXPERT:
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case STARTING_CREDITS_EXPERT:
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case REWARDS_WINS_MULTIPLIER:
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case REWARDS_WINS_MULTIPLIER_MAX:
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case REWARDS_MILLED:
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case REWARDS_MILLED:
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case REWARDS_MULLIGAN0:
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case REWARDS_MULLIGAN0:
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case REWARDS_ALTERNATIVE:
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case REWARDS_ALTERNATIVE:
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