v1.3.2: fixed further levelgen inconsistencies caused by champions
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@@ -100,21 +100,21 @@ public abstract class ChampionEnemy extends Buff {
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Dungeon.mobsToChampion--;
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if (Dungeon.mobsToChampion <= 0){
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Class<?extends ChampionEnemy> buffCls;
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switch (Random.Int(6)){
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case 0: default: buffCls = Blazing.class; break;
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case 1: buffCls = Projecting.class; break;
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case 2: buffCls = AntiMagic.class; break;
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case 3: buffCls = Giant.class; break;
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case 4: buffCls = Blessed.class; break;
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case 5: buffCls = Growing.class; break;
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}
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//we roll for a champion enemy even if we aren't spawning one to ensure that
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//mobsToChampion does not affect levelgen RNG (number of calls to Random.Int() is constant)
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Class<?extends ChampionEnemy> buffCls;
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switch (Random.Int(6)){
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case 0: default: buffCls = Blazing.class; break;
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case 1: buffCls = Projecting.class; break;
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case 2: buffCls = AntiMagic.class; break;
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case 3: buffCls = Giant.class; break;
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case 4: buffCls = Blessed.class; break;
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case 5: buffCls = Growing.class; break;
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}
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if (Dungeon.isChallenged(Challenges.CHAMPION_ENEMIES)) {
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Buff.affect(m, buffCls);
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m.state = m.WANDERING;
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}
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if (Dungeon.mobsToChampion <= 0 && Dungeon.isChallenged(Challenges.CHAMPION_ENEMIES)) {
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Buff.affect(m, buffCls);
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m.state = m.WANDERING;
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}
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}
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