v0.7.0b: reduced seed/stone/potion droprates slightly

This commit is contained in:
Evan Debenham 2018-11-03 19:47:57 -04:00
parent d9783ffb1c
commit 7ae82e0e4e
3 changed files with 4 additions and 4 deletions

View File

@ -68,8 +68,8 @@ public class HighGrass {
}
if (naturalismLevel >= 0) {
// Seed, scales from 1/16 to 1/4
if (Random.Int(16 - ((int) (naturalismLevel * 3))) == 0) {
// Seed, scales from 1/20 to 1/4
if (Random.Int(20 - (naturalismLevel * 4)) == 0) {
Item seed = Generator.random(Generator.Category.SEED);
if (seed instanceof BlandfruitBush.Seed) {

View File

@ -64,7 +64,7 @@ public class LaboratoryRoom extends SpecialRoom {
int chapter = 1 + Dungeon.depth/5;
Blob.seed( pot.x + level.width() * pot.y, 1 + chapter*10 + Random.NormalIntRange(0, 10), Alchemy.class, level );
int n = Random.NormalIntRange( 2, 3 );
int n = Random.NormalIntRange( 1, 3 );
for (int i=0; i < n; i++) {
int pos;
do {

View File

@ -50,7 +50,7 @@ public class RunestoneRoom extends SpecialRoom {
Painter.drawInside( level, this, entrance(), 2, Terrain.EMPTY_SP);
Painter.fill( level, this, 2, Terrain.EMPTY );
int n = Random.NormalIntRange(2, 4);
int n = Random.NormalIntRange(2, 3);
int dropPos;
for (int i = 0; i < n; i++) {
do {