public static void Spawn(PrisonLevel level, Room room) { if (Spawned || Dungeon.Depth <= 6 || Random.Int(10 - Dungeon.Depth) != 0) { return; } var npc = new Wandmaker(); do { npc.pos = room.Random(); }while (level.map[npc.pos] == Terrain.ENTRANCE || level.map[npc.pos] == Terrain.SIGN); level.mobs.Add(npc); OccupyCell(npc); Spawned = true; Alternative = Random.Int(2) == 0; IsGiven = false; switch (Random.Int(5)) { case 0: Wand1 = new WandOfAvalanche(); break; case 1: Wand1 = new WandOfDisintegration(); break; case 2: Wand1 = new WandOfFirebolt(); break; case 3: Wand1 = new WandOfLightning(); break; case 4: Wand1 = new WandOfPoison(); break; } Wand1.Random().Upgrade(); switch (Random.Int(5)) { case 0: Wand2 = new WandOfAmok(); break; case 1: Wand2 = new WandOfBlink(); break; case 2: Wand2 = new WandOfRegrowth(); break; case 3: Wand2 = new WandOfSlowness(); break; case 4: Wand2 = new WandOfTelekinesis(); break; } Wand2.Random().Upgrade(); }