v3.3.0: fixed allies coming with you into new quest area

This commit is contained in:
Evan Debenham
2025-11-30 14:01:24 -05:00
parent e9dca7480b
commit 1e17a264f9
2 changed files with 14 additions and 2 deletions

View File

@@ -581,6 +581,8 @@ public class DriedRose extends Artifact {
private void updateRose(){
if (rose == null) {
rose = Dungeon.hero.belongings.getItem(DriedRose.class);
rose.ghost = this;
rose.ghostID = id();
}
//same dodge as the hero

View File

@@ -645,7 +645,12 @@ public class InterlevelScene extends PixelScene {
Level level = Dungeon.newLevel();
Dungeon.switchLevel( level, -1 );
} else {
Mob.holdAllies( Dungeon.level );
if (curTransition.destBranch != Dungeon.branch && Dungeon.depth >= 16 && Dungeon.depth <= 20) {
//FIXME avoids holding allies when entering city quest area, this is very sloppy though
// perhaps holding allies could be a property of the transition?
} else {
Mob.holdAllies(Dungeon.level);
}
Dungeon.saveAll();
Level level;
@@ -684,7 +689,12 @@ public class InterlevelScene extends PixelScene {
}
private void ascend() throws IOException {
Mob.holdAllies( Dungeon.level );
if (curTransition.destBranch != Dungeon.branch && Dungeon.depth >= 16 && Dungeon.depth <= 20) {
//FIXME avoids holding allies when entering city quest area, this is very sloppy though
// perhaps holding allies could be a property of the transition?
} else {
Mob.holdAllies(Dungeon.level);
}
Dungeon.saveAll();
Level level;