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improved the wandering monsters on smallbounded Land of Power and Vineyard
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@ -315,6 +315,15 @@ void wandering() {
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if(hrand(5) == 0) {
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// spawn treasure
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}
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if(smallbounded && hrand(100) < 2) {
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auto& ac = currentmap->allcells();
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cell *c1 = ac[hrand(size(ac))];
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if(c1->wall == waVinePlant && !c1->monst) {
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c1->monst = moVineSpirit;
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c1->stuntime = 3;
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}
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}
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}
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while(first7 < size(dcal)) {
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@ -372,6 +381,12 @@ void wandering() {
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continue;
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}
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else if(smallbounded && c->wall == waVinePlant && !c->monst && wchance(items[treasureType(c->land)], 10) && canReachPlayer(c, moSlime)) {
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c->monst = moVineSpirit;
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playSeenSound(c);
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continue;
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}
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else if(c->wall == waCTree && !c->monst && wchance(items[itPirate], 15) && canReachPlayer(c, moSlime)) {
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c->monst = moParrot;
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playSeenSound(c);
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@ -446,6 +461,11 @@ void wandering() {
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break;
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}
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else if(smallbounded && c->land == laPower && !c->monst) {
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if(wchance(items[itPower], 10))
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c->monst = eMonster(moWitch + hrand(NUMWITCH));
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}
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else if(c->monst || c->pathdist == PINFD) break;
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else if(c->land == laClearing && wchance(items[itMutant2], 150) && items[itMutant2] >= 15 && !c->monst && c->type == 7)
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