v0.4.0: adjusted some scroll logic
This commit is contained in:
committed by
Evan Debenham
parent
ababc270dd
commit
99760aac86
@@ -25,6 +25,8 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfIdentify;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRemoveCurse;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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@@ -72,7 +74,12 @@ public class LibraryPainter extends Painter {
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null);
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level.drop( prize( level), pos );
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Item item;
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if (i == 0)
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item = Random.Int(2) == 0 ? new ScrollOfIdentify() : new ScrollOfRemoveCurse();
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else
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item = prize( level );
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level.drop( item, pos );
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}
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entrance.set( Room.Door.Type.LOCKED );
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