v0.7.0: reduced various runestone droprates
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@ -199,9 +199,9 @@ public class Generator {
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SEED ( 0, Plant.Seed.class ), //dropped by grass
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SEED ( 0, Plant.Seed.class ), //dropped by grass
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SCROLL ( 20, Scroll.class ),
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SCROLL ( 20, Scroll.class ),
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STONE ( 5, Runestone.class),
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STONE ( 2, Runestone.class),
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GOLD ( 15, Gold.class );
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GOLD ( 18, Gold.class );
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public Class<?>[] classes;
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public Class<?>[] classes;
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public float[] probs;
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public float[] probs;
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@ -60,7 +60,7 @@ public class LaboratoryRoom extends SpecialRoom {
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alchemy.seed( level, pot.x + level.width() * pot.y, chapter*10 + Random.IntRange(0, 20) );
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alchemy.seed( level, pot.x + level.width() * pot.y, chapter*10 + Random.IntRange(0, 20) );
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level.blobs.put( Alchemy.class, alchemy );
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level.blobs.put( Alchemy.class, alchemy );
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int n = Random.IntRange( 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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for (int i=0; i < n; i++) {
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int pos;
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int pos;
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do {
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do {
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@ -42,7 +42,7 @@ public class RunestoneRoom extends SpecialRoom {
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Painter.drawInside( level, this, entrance(), 2, Terrain.EMPTY_SP);
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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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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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int dropPos;
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for (int i = 0; i < n; i++) {
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for (int i = 0; i < n; i++) {
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do {
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do {
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