v2.2.0: fixed new path rooms needing both final rooms for exploration

This commit is contained in:
Evan Debenham
2023-09-11 10:19:15 -04:00
parent 121763f7bb
commit d5fe53c6da

View File

@@ -205,8 +205,9 @@ public class CrystalPathRoom extends SpecialRoom {
level.drop(rewardItems.remove(0), level.pointToCell(rooms[shuffle == 1 ? 0 : 1].center()));
level.drop(rewardItems.remove(0), level.pointToCell(rooms[shuffle == 1 ? 1 : 0].center()));
level.drop(rewardItems.remove(0), shuffle == 1 ? prize1 : prize2);
level.drop(rewardItems.remove(0), shuffle == 1 ? prize2 : prize1);
//player can only see these if they unlock the previous doors, so don't count them for exploration
level.drop(rewardItems.remove(0), shuffle == 1 ? prize1 : prize2).autoExplored = true;
level.drop(rewardItems.remove(0), shuffle == 1 ? prize2 : prize1).autoExplored = true;
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );