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I fixed it by changing line 2014 inside main.lua file to:
if (curseName == "LABYRINTH") and (__TS__ArrayIncludes(noXLStages, levelStage) or Game():IsGreedMode()) then
If you toggle the "Multiple curses" option, it is similar: if the floor didn't have any curse, you won't have any. Next, use NoCurses probability to decide whether to give you curses or not. Finally, if you are getting curses, for each one of them just randomly choose to enable them or not by generating a random number from 0 to 1 and comparing if it is less than or equal to the user-defined probability.
If a floor didn't have any curse when it was generated, then it won't add any curse. Next, if it had any curse, it'll continue as follows: Generate a random number from 0 to 1. If that number is less than or equal to your NoCurses probability, then it'll remove the curse and finish.
If I remember correctly, because I don't want to check the code right now, next it'll choose a curse with the following method:
- Take all of your defined probabilities and sum them. Let's suppose Labryinth5, Maze0 and Darkness2 (5 =50, 2 = 20); sum them all, so you get 7.
- Generate a random number N from 0 to T = 7.
- Loop through the curses list until N is less than or equal to T + counter. On each iteration, add to the counter the probability of the actual item.