From c65adf30acab160160d02ee1e1fb1e85bc67caaa Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 17 Mar 2022 10:58:52 -0400 Subject: [PATCH] v1.2.0: fixed crystal path rooms putting their own keys in themselves --- .../levels/rooms/special/CrystalPathRoom.java | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java index c8965606a..1fe0956d6 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/special/CrystalPathRoom.java @@ -111,10 +111,6 @@ public class CrystalPathRoom extends SpecialRoom { door.y += center.y; } - level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); - level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); - level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); - //figure out room order for loot, and start generating it! int idx = 0; for (int i = 0; i < rooms.length; i++){ @@ -169,6 +165,10 @@ public class CrystalPathRoom extends SpecialRoom { } } + level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); + level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); + level.addItemToSpawn( new CrystalKey( Dungeon.depth ) ); + entrance().set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) );