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(Created page with "From what I can read, the room drops the key inside its own room: // from PitPainter.paint(Level, Room) l = room.random(); ... level.drop(new IronKey(Dungeon.depth), l...")
 
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From what I can read, the room drops the key inside its own room:
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From what I can read, the room is a new room type (called "Pit") which drops the key inside its own room:
 
// from PitPainter.paint(Level, Room)
 
// from PitPainter.paint(Level, Room)
 
l = room.random();
 
l = room.random();

Revision as of 08:50, May 30, 2014

From what I can read, the room is a new room type (called "Pit") which drops the key inside its own room:

 // from PitPainter.paint(Level, Room)
 l = room.random();
 ...
 level.drop(new IronKey(Dungeon.depth), l).type = Heap.Type.SKELETON;

This should be changed to how every other locked room behaves:

level.addItemToSpawn(new IronKey(Dungeon.depth));

However, I don't see anything to stop a locked room from spawning the key as the room's prize...

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