v0.3.2: rebalanced inter-floor warping effects
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@@ -55,7 +55,10 @@ public class WarpingTrap extends Trap {
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if (Dungeon.depth > 1 && !Dungeon.bossLevel()) {
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int depth = Random.Int(Dungeon.depth - 1)+1;
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//each depth has 1 more weight than the previous depth.
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float[] depths = new float[Dungeon.depth-1];
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for (int i = 1; i < Dungeon.depth; i++) depths[i-1] = i;
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int depth = 1+Random.chances(depths);
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Heap heap = Dungeon.level.heaps.get(pos);
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if (heap != null) {
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