v0.7.5: adjusted bone piles to always be haunted if they spawn with a cursed item
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@ -49,7 +49,7 @@ public class SecretSummoningRoom extends SecretRoom {
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Painter.fill(level, this, 1, Terrain.SECRET_TRAP);
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Painter.fill(level, this, 1, Terrain.SECRET_TRAP);
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Point center = center();
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Point center = center();
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level.drop(Generator.random(), level.pointToCell(center)).setHauntedIfCursed(0.75f).type = Heap.Type.SKELETON;
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level.drop(Generator.random(), level.pointToCell(center)).setHauntedIfCursed(1f).type = Heap.Type.SKELETON;
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for (Point p : getPoints()){
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for (Point p : getPoints()){
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int cell = level.pointToCell(p);
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int cell = level.pointToCell(p);
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@ -81,7 +81,7 @@ public class PitRoom extends SpecialRoom {
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int n = Random.IntRange( 1, 2 );
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int n = Random.IntRange( 1, 2 );
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for (int i=0; i < n; i++) {
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for (int i=0; i < n; i++) {
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level.drop( prize( level ), remains ).setHauntedIfCursed(0.75f);
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level.drop( prize( level ), remains ).setHauntedIfCursed(1f);
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}
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}
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}
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}
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