v2.1.0: fixed cases where non-levelgen sources were using new decks
This commit is contained in:
@@ -82,7 +82,7 @@ public class DM200 extends Mob {
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Dungeon.LimitedDrops.DM200_EQUIP.count++;
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Dungeon.LimitedDrops.DM200_EQUIP.count++;
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//uses probability tables for dwarf city
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//uses probability tables for dwarf city
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if (loot == Generator.Category.WEAPON){
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if (loot == Generator.Category.WEAPON){
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return Generator.randomWeapon(4);
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return Generator.randomWeapon(4, true);
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} else {
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} else {
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return Generator.randomArmor(4);
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return Generator.randomArmor(4);
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}
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}
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@@ -90,7 +90,7 @@ public class Golem extends Mob {
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Dungeon.LimitedDrops.GOLEM_EQUIP.count++;
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Dungeon.LimitedDrops.GOLEM_EQUIP.count++;
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//uses probability tables for demon halls
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//uses probability tables for demon halls
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if (loot == Generator.Category.WEAPON){
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if (loot == Generator.Category.WEAPON){
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return Generator.randomWeapon(5);
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return Generator.randomWeapon(5, true);
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} else {
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} else {
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return Generator.randomArmor(5);
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return Generator.randomArmor(5);
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}
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}
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@@ -294,16 +294,16 @@ public class Mimic extends Mob {
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reward = new Gold().random();
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reward = new Gold().random();
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break;
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break;
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case 1:
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case 1:
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reward = Generator.randomMissile();
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reward = Generator.randomMissile(true);
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break;
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break;
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case 2:
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case 2:
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reward = Generator.randomArmor();
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reward = Generator.randomArmor();
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break;
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break;
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case 3:
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case 3:
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reward = Generator.randomWeapon();
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reward = Generator.randomWeapon(true);
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break;
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break;
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case 4:
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case 4:
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reward = Generator.random(Generator.Category.RING);
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reward = Generator.randomUsingDefaults(Generator.Category.RING);
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break;
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break;
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}
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}
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} while (reward == null || Challenges.isItemBlocked(reward));
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} while (reward == null || Challenges.isItemBlocked(reward));
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+1
-1
@@ -60,7 +60,7 @@ public class TormentedSpirit extends Wraith {
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//50/50 between weapon or armor, always uncursed
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//50/50 between weapon or armor, always uncursed
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Item prize;
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Item prize;
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if (Random.Int(2) == 0){
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if (Random.Int(2) == 0){
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prize = Generator.randomWeapon();
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prize = Generator.randomWeapon(true);
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if (((MeleeWeapon)prize).hasCurseEnchant()){
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if (((MeleeWeapon)prize).hasCurseEnchant()){
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((MeleeWeapon) prize).enchantment = null;
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((MeleeWeapon) prize).enchantment = null;
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}
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}
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+2
-2
@@ -261,7 +261,7 @@ public class RingOfWealth extends Ring {
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int floorset = (Dungeon.depth + level)/5;
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int floorset = (Dungeon.depth + level)/5;
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switch (Random.Int(5)){
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switch (Random.Int(5)){
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default: case 0: case 1:
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default: case 0: case 1:
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Weapon w = Generator.randomWeapon(floorset);
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Weapon w = Generator.randomWeapon(floorset, true);
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if (!w.hasGoodEnchant() && Random.Int(10) < level) w.enchant();
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if (!w.hasGoodEnchant() && Random.Int(10) < level) w.enchant();
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else if (w.hasCurseEnchant()) w.enchant(null);
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else if (w.hasCurseEnchant()) w.enchant(null);
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result = w;
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result = w;
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@@ -273,7 +273,7 @@ public class RingOfWealth extends Ring {
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result = a;
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result = a;
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break;
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break;
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case 3:
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case 3:
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result = Generator.random(Generator.Category.RING);
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result = Generator.randomUsingDefaults(Generator.Category.RING);
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break;
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break;
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case 4:
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case 4:
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result = Generator.random(Generator.Category.ARTIFACT);
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result = Generator.random(Generator.Category.ARTIFACT);
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+4
-4
@@ -153,7 +153,7 @@ public class ScrollOfTransmutation extends InventoryScroll {
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Artifact a = changeArtifact( (Artifact)item );
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Artifact a = changeArtifact( (Artifact)item );
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if (a == null){
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if (a == null){
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//if no artifacts are left, generate a random +0 ring with shared ID/curse state
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//if no artifacts are left, generate a random +0 ring with shared ID/curse state
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Item result = Generator.random(Generator.Category.RING);
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Item result = Generator.randomUsingDefaults(Generator.Category.RING);
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result.levelKnown = item.levelKnown;
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result.levelKnown = item.levelKnown;
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result.cursed = item.cursed;
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result.cursed = item.cursed;
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result.cursedKnown = item.cursedKnown;
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result.cursedKnown = item.cursedKnown;
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@@ -175,7 +175,7 @@ public class ScrollOfTransmutation extends InventoryScroll {
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} else {
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} else {
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Wand n;
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Wand n;
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do {
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do {
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n = (Wand) Generator.random(Generator.Category.WAND);
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n = (Wand) Generator.randomUsingDefaults(Generator.Category.WAND);
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} while (Challenges.isItemBlocked(n) || n.getClass() == wandClass);
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} while (Challenges.isItemBlocked(n) || n.getClass() == wandClass);
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n.level(0);
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n.level(0);
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n.identify();
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n.identify();
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@@ -205,7 +205,7 @@ public class ScrollOfTransmutation extends InventoryScroll {
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}
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}
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do {
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do {
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n = (Weapon)Generator.random(c);
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n = (Weapon)Generator.randomUsingDefaults(c);
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} while (Challenges.isItemBlocked(n) || n.getClass() == w.getClass());
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} while (Challenges.isItemBlocked(n) || n.getClass() == w.getClass());
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n.level(0);
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n.level(0);
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@@ -232,7 +232,7 @@ public class ScrollOfTransmutation extends InventoryScroll {
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private static Ring changeRing( Ring r ) {
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private static Ring changeRing( Ring r ) {
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Ring n;
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Ring n;
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do {
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do {
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n = (Ring)Generator.random( Generator.Category.RING );
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n = (Ring)Generator.randomUsingDefaults( Generator.Category.RING );
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} while (Challenges.isItemBlocked(n) || n.getClass() == r.getClass());
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} while (Challenges.isItemBlocked(n) || n.getClass() == r.getClass());
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n.level(0);
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n.level(0);
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+1
-1
@@ -362,7 +362,7 @@ public class CursedWand {
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mimic.alignment = Char.Alignment.ENEMY;
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mimic.alignment = Char.Alignment.ENEMY;
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Item reward;
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Item reward;
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do {
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do {
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reward = Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR,
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reward = Generator.randomUsingDefaults(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR,
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Generator.Category.RING, Generator.Category.WAND));
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Generator.Category.RING, Generator.Category.WAND));
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} while (reward.level() < 1);
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} while (reward.level() < 1);
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//play vfx/sfx manually as mimic isn't in the scene yet
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//play vfx/sfx manually as mimic isn't in the scene yet
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+1
-1
@@ -46,7 +46,7 @@ public class SecretArtilleryRoom extends SecretRoom {
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if( i == 0 ){
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if( i == 0 ){
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level.drop(new Bomb.DoubleBomb(), itemPos);
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level.drop(new Bomb.DoubleBomb(), itemPos);
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} else {
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} else {
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level.drop(Generator.randomMissile(), itemPos);
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level.drop(Generator.randomMissile(true), itemPos);
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}
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}
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}
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}
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+1
-1
@@ -97,7 +97,7 @@ public class SecretMazeRoom extends SecretRoom {
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//1 floor set higher in probability, never cursed
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//1 floor set higher in probability, never cursed
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do {
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do {
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if (Random.Int(2) == 0) {
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if (Random.Int(2) == 0) {
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prize = Generator.randomWeapon((Dungeon.depth / 5) + 1);
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prize = Generator.randomWeapon((Dungeon.depth / 5) + 1, true);
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} else {
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} else {
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prize = Generator.randomArmor((Dungeon.depth / 5) + 1);
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prize = Generator.randomArmor((Dungeon.depth / 5) + 1);
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}
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}
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