v3.3.0: fixed allies coming with you into new quest area
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@@ -581,6 +581,8 @@ public class DriedRose extends Artifact {
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private void updateRose(){
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if (rose == null) {
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rose = Dungeon.hero.belongings.getItem(DriedRose.class);
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rose.ghost = this;
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rose.ghostID = id();
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}
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//same dodge as the hero
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@@ -645,7 +645,12 @@ public class InterlevelScene extends PixelScene {
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Level level = Dungeon.newLevel();
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Dungeon.switchLevel( level, -1 );
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} else {
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Mob.holdAllies( Dungeon.level );
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if (curTransition.destBranch != Dungeon.branch && Dungeon.depth >= 16 && Dungeon.depth <= 20) {
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//FIXME avoids holding allies when entering city quest area, this is very sloppy though
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// perhaps holding allies could be a property of the transition?
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} else {
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Mob.holdAllies(Dungeon.level);
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}
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Dungeon.saveAll();
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Level level;
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@@ -684,7 +689,12 @@ public class InterlevelScene extends PixelScene {
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}
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private void ascend() throws IOException {
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Mob.holdAllies( Dungeon.level );
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if (curTransition.destBranch != Dungeon.branch && Dungeon.depth >= 16 && Dungeon.depth <= 20) {
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//FIXME avoids holding allies when entering city quest area, this is very sloppy though
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// perhaps holding allies could be a property of the transition?
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} else {
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Mob.holdAllies(Dungeon.level);
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}
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Dungeon.saveAll();
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Level level;
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