v0.4.0: removed equipment from rat king chests
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@ -21,11 +21,9 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.RatKing;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.RatKing;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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@ -66,23 +64,7 @@ public class RatKingPainter extends Painter {
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return;
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return;
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}
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}
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Item prize;
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Item prize = new Gold( Random.IntRange( 1, 25 ) );
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switch (Random.Int( 10 )) {
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case 0:
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prize = Generator.random( Generator.Category.WEAPON );
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if (prize instanceof MissileWeapon) {
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prize.quantity( 1 );
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} else {
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prize.degrade( Random.Int( 3 ) );
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}
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break;
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case 1:
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prize = Generator.random( Generator.Category.ARMOR ).degrade( Random.Int( 3 ) );
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break;
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default:
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prize = new Gold( Random.IntRange( 1, 5 ) );
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break;
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}
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level.drop( prize, pos ).type = Heap.Type.CHEST;
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level.drop( prize, pos ).type = Heap.Type.CHEST;
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}
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}
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