v0.7.0b: reduced seed/stone/potion droprates slightly
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@ -68,8 +68,8 @@ public class HighGrass {
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}
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if (naturalismLevel >= 0) {
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// Seed, scales from 1/16 to 1/4
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if (Random.Int(16 - ((int) (naturalismLevel * 3))) == 0) {
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// Seed, scales from 1/20 to 1/4
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if (Random.Int(20 - (naturalismLevel * 4)) == 0) {
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Item seed = Generator.random(Generator.Category.SEED);
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if (seed instanceof BlandfruitBush.Seed) {
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@ -64,7 +64,7 @@ public class LaboratoryRoom extends SpecialRoom {
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int chapter = 1 + Dungeon.depth/5;
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Blob.seed( pot.x + level.width() * pot.y, 1 + chapter*10 + Random.NormalIntRange(0, 10), Alchemy.class, level );
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int n = Random.NormalIntRange( 2, 3 );
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int n = Random.NormalIntRange( 1, 3 );
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for (int i=0; i < n; i++) {
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int pos;
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do {
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@ -50,7 +50,7 @@ public class RunestoneRoom extends SpecialRoom {
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Painter.drawInside( level, this, entrance(), 2, Terrain.EMPTY_SP);
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Painter.fill( level, this, 2, Terrain.EMPTY );
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int n = Random.NormalIntRange(2, 4);
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int n = Random.NormalIntRange(2, 3);
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int dropPos;
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for (int i = 0; i < n; i++) {
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do {
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