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Commit 12055534 authored by DarkGod's avatar DarkGod
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Backup guardians can now drop tier 5 items

parent 681ba7d8
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......@@ -34,7 +34,7 @@ return {
persistent = "zone",
ambient_music = "World of Ice.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 2 end,
is_volcano = is_volcano,
generator = {
map = {
......
......@@ -31,7 +31,7 @@ return {
persistent = "zone",
ambient_music = "Straight Into Ambush.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 1 end,
generator = {
map = {
class = "engine.generator.map.Cavern",
......
......@@ -30,7 +30,7 @@ return {
persistent = "zone",
ambient_music = {"Dark Secrets.ogg","weather/dungeon_base.ogg"},
min_material_level = function() return game.state:isAdvanced() and 3 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 3 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 3 end,
is_dreadfell = true,
generator = {
map = {
......
......@@ -33,7 +33,7 @@ return {
persistent = "zone",
ambient_music = {"The Ancients.ogg","weather/dungeon_base.ogg"},
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 2 end,
is_collapsed = true,
generator = {
map = {
......@@ -145,7 +145,7 @@ return {
persistent = "zone",
ambient_music = {"The Ancients.ogg","weather/dungeon_base.ogg"},
min_material_level = function() return game.state:isAdvanced() and 2 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 3 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 3 end,
generator = {
map = {
class = "engine.generator.map.Maze",
......
......@@ -38,7 +38,7 @@ return {
color_obscure = {0.7*0.6, 0.7*0.6, 0.7*0.6, 0.6},
ambient_music = "Woods of Eremae.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 1 end,
is_invaded = is_invaded,
generator = {
map = {
......
......@@ -36,7 +36,7 @@ return {
color_obscure = is_crystaline and {0.7*0.6, 0.7*0.6, 0.7*0.6, 0.6} or {0.9*0.6, 0.9*0.6, 0.9*0.6, 0.6},
ambient_music = {"Woods of Eremae.ogg", "weather/rain.ogg"},
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 2 end,
is_crystaline = is_crystaline,
nicer_tiler_overlay = "DungeonWallsGrass",
generator = {
......
......@@ -30,7 +30,7 @@ return {
persistent = "zone",
ambient_music = "To the Depths.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 3 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 3 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 3 end,
generator = {
map = {
class = "engine.generator.map.TileSet",
......
......@@ -35,7 +35,7 @@ return {
persistent = "zone",
ambient_music = "Swashing the buck.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 1 end,
is_hideout = is_hideout,
generator = {
map = {
......
......@@ -37,7 +37,7 @@ return {
no_autoexplore = true,
ambient_music = "Suspicion.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 3 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 3 end,
generator = {
map = {
class = "engine.generator.map.Roomer",
......@@ -101,7 +101,7 @@ return {
no_autoexplore = true,
ambient_music = "Suspicion.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 3 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 3 end,
generator = {
map = {
class = "engine.generator.map.Roomer",
......
......@@ -235,7 +235,7 @@ newEntity{ define_as = "ALUIN",
{type="armor", subtype="shield", defined="SANGUINE_SHIELD", random_art_replace={chance=65}, autoreq=true},
{type="armor", subtype="massive", force_drop=true, tome_drops="boss", autoreq=true},
},
resolvers.drops{chance=100, nb=3, {tome_drops="boss"} },
resolvers.drops{chance=100, nb=100, {tome_drops="boss"} },
resolvers.talents{
[Talents.T_ARMOUR_TRAINING]=5,
......
......@@ -40,7 +40,7 @@ return {
-- color_obscure = {0.8*0.6, 1*0.6, 0.6*0.6, 0.6},
ambient_music = "Rainy Day.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 1 end,
max_material_level = function() return game.state:isAdvanced() and 5 or 1 end,
is_flooded = true,
nicer_tiler_overlay = "DungeonWallsGrass",
generator = {
......
  • Contributor

    I thought I'd done this already? :/ And did you really want to give Aluin 100 boss drops?

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