Add some variation to minefill levels
Randomize the number of objects and monsters a little bit, they're still roughly the same as before.
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@@ -20,27 +20,28 @@ des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, wall
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des.stair("up")
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des.stair("down")
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--
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for i = 1,math.random(2, 5) do
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des.object("*")
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des.object("*")
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des.object("*")
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end
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des.object("(")
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for i = 1,math.random(2, 4) do
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des.object()
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des.object()
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des.object()
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end
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if percent(75) then
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for i = 1,math.random(1, 2) do
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des.object("boulder")
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end
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end
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--
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for i = 1,math.random(6, 8) do
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des.monster("gnome")
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des.monster("gnome")
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des.monster("gnome")
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des.monster("gnome")
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des.monster("gnome")
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des.monster("gnome")
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des.monster("gnome")
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end
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des.monster("gnome lord")
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des.monster("dwarf")
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des.monster("dwarf")
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des.monster("G")
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des.monster("G")
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des.monster("h")
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des.monster(percent(50) and "h" or "G")
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--
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des.trap()
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des.trap()
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@@ -1104,6 +1104,7 @@ give gremlin the property it stole, if possible
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very rarely random items are generated eroded, erodeproof, or greased
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Nazgul can see invisible
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fix a case where punished iron ball yanked hero on top of a monster
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slightly randomize amount of items and monsters in the mines
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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