v2.4.0: slightly reduced free energy spawns
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@@ -28,7 +28,6 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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import java.util.ArrayList;
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@@ -79,10 +78,4 @@ public class EnergyCrystal extends Item {
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return true;
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return true;
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}
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}
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@Override
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public Item random() {
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quantity = Random.IntRange( 4, 6 );
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return this;
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}
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}
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}
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+2
-2
@@ -78,12 +78,12 @@ public class SecretLaboratoryRoom extends SecretRoom {
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do {
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do {
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pos = level.pointToCell(random());
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pos = level.pointToCell(random());
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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level.drop( new EnergyCrystal().random(), pos );
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level.drop( new EnergyCrystal().quantity(Random.IntRange(3, 5)), pos );
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do {
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do {
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pos = level.pointToCell(random());
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pos = level.pointToCell(random());
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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level.drop( new EnergyCrystal().random(), pos );
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level.drop( new EnergyCrystal().quantity(Random.IntRange(3, 5)), pos );
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int n = Random.IntRange( 2, 3 );
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int n = Random.IntRange( 2, 3 );
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HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances);
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HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances);
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+1
-1
@@ -70,7 +70,7 @@ public class LaboratoryRoom extends SpecialRoom {
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} while (
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} while (
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level.map[pos] != Terrain.EMPTY_SP ||
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level.map[pos] != Terrain.EMPTY_SP ||
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level.heaps.get( pos ) != null);
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level.heaps.get( pos ) != null);
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level.drop( new EnergyCrystal().random(), pos );
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level.drop( new EnergyCrystal().quantity(5), pos );
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int n = Random.NormalIntRange( 1, 2 );
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int n = Random.NormalIntRange( 1, 2 );
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for (int i=0; i < n; i++) {
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for (int i=0; i < n; i++) {
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