v1.3.2: fixed further levelgen inconsistencies caused by champions
This commit is contained in:
+3
-3
@@ -100,7 +100,8 @@ public abstract class ChampionEnemy extends Buff {
|
||||
|
||||
Dungeon.mobsToChampion--;
|
||||
|
||||
if (Dungeon.mobsToChampion <= 0){
|
||||
//we roll for a champion enemy even if we aren't spawning one to ensure that
|
||||
//mobsToChampion does not affect levelgen RNG (number of calls to Random.Int() is constant)
|
||||
Class<?extends ChampionEnemy> buffCls;
|
||||
switch (Random.Int(6)){
|
||||
case 0: default: buffCls = Blazing.class; break;
|
||||
@@ -111,12 +112,11 @@ public abstract class ChampionEnemy extends Buff {
|
||||
case 5: buffCls = Growing.class; break;
|
||||
}
|
||||
|
||||
if (Dungeon.isChallenged(Challenges.CHAMPION_ENEMIES)) {
|
||||
if (Dungeon.mobsToChampion <= 0 && Dungeon.isChallenged(Challenges.CHAMPION_ENEMIES)) {
|
||||
Buff.affect(m, buffCls);
|
||||
m.state = m.WANDERING;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static class Blazing extends ChampionEnemy {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user