v3.3.0: garden and magic well rooms now require keys
This increases the overall number of iron keys by about 20%
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@@ -21,7 +21,9 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Foliage;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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@@ -37,7 +39,8 @@ public class GardenRoom extends SpecialRoom {
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Painter.fill( level, this, 1, Terrain.HIGH_GRASS );
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Painter.fill( level, this, 2, Terrain.GRASS );
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entrance().set( Door.Type.REGULAR );
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entrance().set( Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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int bushes = Random.Int(3);
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if (bushes == 0) {
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@@ -21,9 +21,11 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WaterOfAwareness;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WaterOfHealth;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WellWater;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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@@ -54,6 +56,7 @@ public class MagicWellRoom extends SpecialRoom {
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WellWater.seed(c.x + level.width() * c.y, 1, waterClass, level);
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entrance().set( Door.Type.REGULAR );
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entrance().set( Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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}
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}
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