v0.2.2a: tweaked level and hero gen logic for certain challenges
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@@ -18,6 +18,7 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Bones;
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import com.shatteredpixel.shatteredpixeldungeon.Challenges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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@@ -139,6 +140,14 @@ public abstract class RegularLevel extends Level {
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if (Dungeon.bossLevel( Dungeon.depth + 1 )) {
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specials.remove( Room.Type.WEAK_FLOOR );
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}
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if (Dungeon.isChallenged( Challenges.NO_ARMOR )){
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//no sense in giving an armor reward room on a run with no armor.
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specials.remove( Room.Type.CRYPT );
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}
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if (Dungeon.isChallenged( Challenges.NO_HERBALISM )){
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//sorry warden, no lucky sungrass or blandfruit seeds for you!
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specials.remove( Room.Type.GARDEN );
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}
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assignRoomType();
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paint();
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