v0.3.1d: fixed some bugs with artifact generation
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0364319154
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@ -140,8 +140,6 @@ public class Dungeon {
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version = Game.versionCode;
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challenges = ShatteredPixelDungeon.challenges();
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Generator.initArtifacts();
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Actor.clear();
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Actor.resetNextID();
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@ -175,7 +173,8 @@ public class Dungeon {
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Imp.Quest.reset();
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Room.shuffleTypes();
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Generator.initArtifacts();
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hero = new Hero();
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hero.live();
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@ -246,7 +246,7 @@ public class Ghost extends NPC {
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private static int type;
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private static boolean given;
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public static boolean processed;
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private static boolean processed;
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private static int depth;
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@ -371,6 +371,10 @@ public class Ghost extends NPC {
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Journal.remove( Journal.Feature.GHOST );
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}
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public static boolean completed(){
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return spawned && processed;
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}
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}
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@ -202,7 +202,7 @@ public class Generator {
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LloydsBeacon.class,
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EtherealChains.class
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};
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Category.ARTIFACT.probs = INITIAL_ARTIFACT_PROBS;
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Category.ARTIFACT.probs = INITIAL_ARTIFACT_PROBS.clone();
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Category.SEED.classes = new Class<?>[]{
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Firebloom.Seed.class,
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@ -360,10 +360,10 @@ public class Generator {
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//resets artifact probabilities, for new dungeons
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public static void initArtifacts() {
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Category.ARTIFACT.probs = INITIAL_ARTIFACT_PROBS;
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Category.ARTIFACT.probs = INITIAL_ARTIFACT_PROBS.clone();
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//checks for dried rose quest completion, adds the rose in accordingly.
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if (Ghost.Quest.processed) Category.ARTIFACT.probs[10] = 1;
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if (Ghost.Quest.completed()) Category.ARTIFACT.probs[10] = 1;
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spawnedArtifacts = new ArrayList<String>();
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}
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