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relaxed local orb generation rule in the Chaos Mode implemented in special cases too
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@@ -231,7 +231,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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if(hrand(5000) < PT(100 + 2 * (kills[moPalace] + kills[moFatGuard] + kills[moVizier] + kills[moSkeleton]), 200) && notDippingFor(itPalace) &&
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c->wall != waOpenGate && !lookingForPrincess0)
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c->item = itPalace;
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if(items[itPalace] >= 10 && hrand(5000) < 16 && c->wall != waOpenGate && !inv::on && !peace::on)
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if(items[itPalace] >= treasureForLocal() && hrand(5000) < 16 && c->wall != waOpenGate && !inv::on && !peace::on)
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c->item = hrand(100) < 80 ? itOrbFrog : itOrbDiscord;
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if(hrand(5000) < 20*PRIZEMUL && c->wall != waOpenGate)
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placePrizeOrb(c);
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@@ -1059,7 +1059,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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c->monst = moCultistLeader;
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else if(hrand(5000) < 250 && !peace::on)
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c->item = itGrimoire;
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else if(hrand(5000) < 10 && (chaosmode ? items[itGrimoire] >= 10 : -d > TEMPLE_EACH * 10) && !peace::on && !inv::on)
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else if(hrand(5000) < 10 && (chaosmode ? items[itGrimoire] >= treasureForLocal() : -d > TEMPLE_EACH * 10) && !peace::on && !inv::on)
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c->item = itOrbDragon;
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}
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}
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@@ -1537,7 +1537,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
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c->item = itCoast;
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if(hrand(15000) < 10 + 2 * items[itCoast] + 2 * yendor::hardness())
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c->monst = moAlbatross;
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if(items[itCoast] >= 10 && hrand(10000) < 5 && !peace::on && !inv::on)
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if(items[itCoast] >= treasureForLocal() && hrand(10000) < 5 && !peace::on && !inv::on)
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c->item = itOrbAir;
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else placeLocalSpecial(c, 10000, 6, 5);
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buildPrizeMirror(c, 2000);
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