other (very) ugly things, so that they never mutate into the same color. Also, simplify the logic for proximity to very ugly things versus ugly things.
GQCJYCBJSMALET2WYBYOQYHFG6RI67RZHHAI22E3NGFGYB67P2OQC LMH7Q3ODDI7MLSQNOPB2OQTTVOFVH2KDVZ5F7GYFDHRO7HE3FFKAC YGHUDZATZ5XHYWXPZ7ZMT6OLUDASG4MO2RAWPVJ67V6A3AJVSXUAC UVDJMRY3FRUH3HNDTPSO4T3NUUAZXOUDTSLOS2P7RV63QNUFGWNAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC TNE4ED65OP65HFH2JMEK3EQ2KDXHLHPQMQT7IFKOFHUIX7ZJTOQAC AI4DALP6SCBCSK22RCVR6LWLERKIR7HPK3IGBBKQ426RZNC2V6XAC DPOIWNVHK52JHZ2ALGXBPMEMBM4GFZFBOVKRUFHLOW4XQ4AFDARQC mon_mutate_chance++;if (coinflip() && ugly->colour != ugly_near->colour)mon_colour = ugly_near->colour;}if (ugly_near->type == MONS_VERY_UGLY_THING){
if (coinflip() && ugly->colour != ugly_near->colour)mon_colour = ugly_near->colour;
if (coinflip()){const int ugly_colour =make_low_colour(ugly->colour);const int ugly_near_colour =make_low_colour(ugly_near->colour);if (ugly_colour != ugly_near_colour)mon_colour = ugly_near_colour;}