PC Timing hole for BigSlime spawns on floor 1 Skull Caverns

BlaDe

Farmer
In the constructor for BigSlime is the following code:
C#:
            if (Game1.mine != null && Game1.mine.GetAdditionalDifficulty() > 0)
            {
                if (Game1.random.NextDouble() < 0.1)
                {
                    this.heldObject.Value = new Object(858, 1);
                }
                else if (Game1.random.NextDouble() < 0.005)
                {
                    this.heldObject.Value = new Object(896, 1);
                }
            }
This controls spawning Qi gems and Galaxy Souls.

Game1.mine looks like:
C#:
        public static MineShaft mine
        {
            get
            {
                if (Game1.locationRequest != null && Game1.locationRequest.Location is MineShaft)
                {
                    return Game1.locationRequest.Location as MineShaft;
                }
                if (Game1.currentLocation is MineShaft)
                {
                    return Game1.currentLocation as MineShaft;
                }
                return null;
            }
        }
When you enter floor 1 Skull Caverns, the monsters are populated as part of the constructor for LocationRequest, which means Game1.mine is null.

This means you can never get Qi gems or Galaxy Souls on floor 1 in the Skull Caverns.
 

imnvs

Local Legend
While this is certainly good information to have... is this truly a bug? I mean, CA might see it as a feature to prevent folks repeating just level 1 for Qi Gems and Galaxy Souls?
 

BlaDe

Farmer
While the result may be desirable, I would be suprised if this interaction was deliberate.

I don't expect all the things i post to be fixed, I just like documenting them for future reference.
 
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