if (heaps.get(cell) == dropped) { dropped.type = Heap.Type.LOCKED_CHEST; addItemToSpawn(new GoldenKey(Dungeon.depth));
if (heaps.get(cell) == dropped) { dropped.type = Heap.Type.LOCKED_CHEST; addItemToSpawn(new GoldenKey(Dungeon.depth));
Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--; Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--; Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--; Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--;
Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--; Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--; Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--; Painter.set(level, p, Terrain.EMPTY_SP); if (chests > 0) { level.drop(new GoldenKey(Dungeon.depth), level.pointToCell(p)); chests--;
if (heap != null && (heap.type != Type.HEAP && heap.type != Type.FOR_SALE)) { if ((heap.type == Type.LOCKED_CHEST && Notes.keyCount(new GoldenKey(Dungeon.depth)) < 1) || (heap.type == Type.CRYSTAL_CHEST && Notes.keyCount(new CrystalKey(Dungeon.depth)) < 1)){
if (heap != null && (heap.type != Type.HEAP && heap.type != Type.FOR_SALE)) { if ((heap.type == Type.LOCKED_CHEST && Notes.keyCount(new GoldenKey(Dungeon.depth)) < 1) || (heap.type == Type.CRYSTAL_CHEST && Notes.keyCount(new CrystalKey(Dungeon.depth)) < 1)){
Sample.INSTANCE.play( Assets.SND_BONES ); } else if (heap.type == Type.LOCKED_CHEST){ Notes.remove(new GoldenKey(Dungeon.depth)); } else if (heap.type == Type.CRYSTAL_CHEST){ Notes.remove(new CrystalKey(Dungeon.depth));
Sample.INSTANCE.play( Assets.SND_BONES ); } else if (heap.type == Type.LOCKED_CHEST){ Notes.remove(new GoldenKey(Dungeon.depth)); } else if (heap.type == Type.CRYSTAL_CHEST){ Notes.remove(new CrystalKey(Dungeon.depth));
Notes.add((Key) new SkeletonKey(i).quantity(specialKeys[i])); } else { Notes.add((Key) new GoldenKey(i).quantity(specialKeys[i]));
Notes.add((Key) new SkeletonKey(i).quantity(specialKeys[i])); } else { Notes.add((Key) new GoldenKey(i).quantity(specialKeys[i]));