v0.3.2: rebalanced inter-floor warping effects
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@ -323,6 +323,11 @@ public class CursedWand {
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case 2:
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case 2:
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if (Dungeon.depth > 1 && !Dungeon.bossLevel()) {
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if (Dungeon.depth > 1 && !Dungeon.bossLevel()) {
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//each depth has 1 more weight than the previous depth.
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float[] depths = new float[Dungeon.depth-1];
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for (int i = 1; i < Dungeon.depth; i++) depths[i-1] = i;
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int depth = 1+Random.chances(depths);
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Buff buff = Dungeon.hero.buff(TimekeepersHourglass.timeFreeze.class);
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Buff buff = Dungeon.hero.buff(TimekeepersHourglass.timeFreeze.class);
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if (buff != null) buff.detach();
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if (buff != null) buff.detach();
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@ -330,7 +335,7 @@ public class CursedWand {
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if (mob instanceof DriedRose.GhostHero) mob.destroy();
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if (mob instanceof DriedRose.GhostHero) mob.destroy();
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InterlevelScene.mode = InterlevelScene.Mode.RETURN;
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InterlevelScene.mode = InterlevelScene.Mode.RETURN;
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InterlevelScene.returnDepth = Random.Int(Dungeon.depth-1)+1;
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InterlevelScene.returnDepth = depth;
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InterlevelScene.returnPos = -1;
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InterlevelScene.returnPos = -1;
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Game.switchScene(InterlevelScene.class);
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Game.switchScene(InterlevelScene.class);
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@ -55,7 +55,10 @@ public class WarpingTrap extends Trap {
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if (Dungeon.depth > 1 && !Dungeon.bossLevel()) {
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if (Dungeon.depth > 1 && !Dungeon.bossLevel()) {
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int depth = Random.Int(Dungeon.depth - 1)+1;
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//each depth has 1 more weight than the previous depth.
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float[] depths = new float[Dungeon.depth-1];
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for (int i = 1; i < Dungeon.depth; i++) depths[i-1] = i;
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int depth = 1+Random.chances(depths);
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Heap heap = Dungeon.level.heaps.get(pos);
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Heap heap = Dungeon.level.heaps.get(pos);
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if (heap != null) {
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if (heap != null) {
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