v0.7.5: adjusted bone piles to always be haunted if they spawn with a cursed item

This commit is contained in:
Evan Debenham 2019-09-11 22:21:01 -04:00
parent 8d4bc19dc0
commit 19a0f25414
2 changed files with 2 additions and 2 deletions

View File

@ -49,7 +49,7 @@ public class SecretSummoningRoom extends SecretRoom {
Painter.fill(level, this, 1, Terrain.SECRET_TRAP); Painter.fill(level, this, 1, Terrain.SECRET_TRAP);
Point center = center(); Point center = center();
level.drop(Generator.random(), level.pointToCell(center)).setHauntedIfCursed(0.75f).type = Heap.Type.SKELETON; level.drop(Generator.random(), level.pointToCell(center)).setHauntedIfCursed(1f).type = Heap.Type.SKELETON;
for (Point p : getPoints()){ for (Point p : getPoints()){
int cell = level.pointToCell(p); int cell = level.pointToCell(p);

View File

@ -81,7 +81,7 @@ public class PitRoom extends SpecialRoom {
int n = Random.IntRange( 1, 2 ); int n = Random.IntRange( 1, 2 );
for (int i=0; i < n; i++) { for (int i=0; i < n; i++) {
level.drop( prize( level ), remains ).setHauntedIfCursed(0.75f); level.drop( prize( level ), remains ).setHauntedIfCursed(1f);
} }
} }