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Commit 53d4698a authored by DarkGod's avatar DarkGod
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Gloves and Gauntlets of tier3 and tier5 will now start dropping in tier2 and...

Gloves and Gauntlets of tier3 and tier5 will now start dropping in tier2 and tier4 respectively, mainly to help Brawlers get better weapons in a timely fashion
parent 3dd61474
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......@@ -39,7 +39,7 @@ newEntity{
newEntity{ base = "BASE_GAUNTLETS",
name = "iron gauntlets", short_name = "iron",
level_range = {1, 20},
level_range = {1, 10},
cost = 5,
material_level = 1,
wielder = {
......@@ -58,9 +58,9 @@ newEntity{ base = "BASE_GAUNTLETS",
newEntity{ base = "BASE_GAUNTLETS",
name = "dwarven-steel gauntlets", short_name = "d.steel",
level_range = {20, 40},
level_range = {10, 30},
cost = 7,
material_level = 3,
material_level = 2, effective_ego_material_level = 3,
wielder = {
combat_armor = 2,
fatigue = 3,
......@@ -77,9 +77,9 @@ newEntity{ base = "BASE_GAUNTLETS",
newEntity{ base = "BASE_GAUNTLETS",
name = "voratun gauntlets", short_name = "voratun",
level_range = {40, 50},
level_range = {30, 50},
cost = 10,
material_level = 5,
material_level = 4, effective_ego_material_level = 5,
wielder = {
combat_armor = 3,
fatigue = 5,
......
......@@ -37,7 +37,7 @@ newEntity{
newEntity{ base = "BASE_GLOVES",
name = "rough leather gloves", short_name = "rough",
level_range = {1, 20},
level_range = {1, 10},
cost = 5,
material_level = 1,
wielder = {
......@@ -53,9 +53,9 @@ newEntity{ base = "BASE_GLOVES",
newEntity{ base = "BASE_GLOVES",
name = "hardened leather gloves", short_name = "hardened",
level_range = {20, 40},
level_range = {10, 30},
cost = 7,
material_level = 3,
material_level = 2, effective_ego_material_level = 3,
wielder = {
combat_armor = 2,
combat = {
......@@ -69,9 +69,9 @@ newEntity{ base = "BASE_GLOVES",
newEntity{ base = "BASE_GLOVES",
name = "drakeskin leather gloves", short_name = "drakeskin",
level_range = {40, 50},
level_range = {30, 50},
cost = 10,
material_level = 5,
material_level = 4, effective_ego_material_level = 5,
wielder = {
combat_armor = 3,
combat = {
......
......@@ -592,7 +592,7 @@ function resolvers.mbonus_material(max, add, pricefct)
return {__resolver="mbonus_material", __resolve_instant=true, max, add, pricefct}
end
function resolvers.calc.mbonus_material(t, e)
local ml = e.material_level or 1
local ml = e.effective_ego_material_level or e.material_level or 1
local v = math.ceil(rng.mbonus(t[1], resolvers.current_level, resolvers.mbonus_max_level) * ml / 5) + (t[2] or 0)
if e.cost and t[3] then
......@@ -680,7 +680,7 @@ function resolvers.random_use_talent(types, power)
return {__resolver="random_use_talent", __resolve_last=true, types, power}
end
function resolvers.calc.random_use_talent(tt, e)
local ml = e.material_level or 1
local ml = e.effective_ego_material_level or e.material_level or 1
local ts = {}
for i, t in ipairs(engine.interface.ActorTalents.talents_def) do
if t.random_ego and tt[1][t.random_ego] and t.type[2] < ml then ts[#ts+1]=t.id end
......@@ -743,7 +743,7 @@ function resolvers.calc.image_material(t, e)
if type(t[2]) == "string" and t[2] == "wood" then t[2] = {"elm","ash","yew","elvenwood","dragonbone"} end
if type(t[2]) == "string" and t[2] == "nature" then t[2] = {"mossy","vined","thorned","pulsing","living"} end
if type(t[2]) == "string" and t[2] == "cloth" then t[2] = {"linen","woollen","cashmere","silk","elvensilk"} end
local ml = e.material_level or 1
local ml = e.effective_ego_material_level or e.material_level or 1
return "object/"..t[1].."_"..t[2][ml]..".png"
end
......@@ -792,7 +792,7 @@ function resolvers.calc.moddable_tile(t, e)
elseif slot == "gembag" then r = {"gembag_01","gembag_02","gembag_03","gembag_04","gembag_05"}
end
if not r then return end
local ml = e.material_level or 1
local ml = e.effective_ego_material_level or e.material_level or 1
r = r[util.bound(ml, 1, #r)]
if r2 then
r2 = r2[util.bound(ml, 1, #r2)]
......
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