v0.7.3: bugfixes:
- fixed prismatic images not properly dieing when falling into chasms - fixed secret room distributions being skewed towards later floors
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@ -35,6 +35,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.PrismaticSprite;
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import com.watabou.noosa.audio.Sample;
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@ -106,8 +107,12 @@ public class PrismaticImage extends NPC {
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@Override
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public void die(Object cause) {
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if (deathTimer == -1) {
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deathTimer = 5;
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sprite.add(CharSprite.State.PARALYSED);
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if (cause == Chasm.class){
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super.die( cause );
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} else {
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deathTimer = 5;
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sprite.add(CharSprite.State.PARALYSED);
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}
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}
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}
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@ -82,7 +82,7 @@ public abstract class SecretRoom extends SpecialRoom {
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if (floorsLeft == 0) {
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secrets = regionSecretsThisRun[region];
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} else {
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secrets = regionSecretsThisRun[region] / floorsLeft;
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secrets = regionSecretsThisRun[region] / (float)floorsLeft;
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if (Random.Float() < secrets % 1f){
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secrets = (float)Math.ceil(secrets);
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} else {
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