+ Made sure that abilities in staff simple match abilities in the staff skillset.

+ If anything happened to chests then no more! (Don't question it)
+ Bosses have a ~4% chance to drop higher tiered gear
+ Organized T2 boss ron
This commit is contained in:
UncomfySilence 2021-11-07 11:56:41 +01:00
parent 9e28d889af
commit 90f29ce277
12 changed files with 33 additions and 72 deletions

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@ -1,15 +1,13 @@
[
// Gear
(2.0, LootTable("common.loot_tables.weapons.tier-0")),
(2.0, LootTable("common.loot_tables.armor.tier-0")),
(0.5, LootTable("common.loot_tables.armor.tier-1")),
(0.5, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.armor.tier-0")),
// Currency
(6.0, ItemQuantity("common.items.utility.coins", 10, 20)),
(3.0, ItemQuantity("common.items.utility.coins", 10, 20)),
// Materials
(2.0, ItemQuantity("common.items.crafting_ing.cloth.linen", 3, 10)),
(2.0, ItemQuantity("common.items.crafting_ing.leather.simple_leather", 3, 10)),
(2.0, ItemQuantity("common.items.mineral.ingot.bronze", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.cloth.linen", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.leather.simple_leather", 3, 10)),
(1.0, ItemQuantity("common.items.mineral.ingot.bronze", 3, 10)),
// Consumables
(4.0, LootTable("common.loot_tables.consumable.poor")),
(2.0, LootTable("common.loot_tables.consumable.poor")),
]

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@ -2,11 +2,9 @@
// Weapons
(4.0, LootTable("common.loot_tables.weapons.tier-1")),
(0.5, LootTable("common.loot_tables.weapons.tier-2")),
(0.1, LootTable("common.loot_tables.weapons.tier-3")),
// Armor
(4.0, LootTable("common.loot_tables.armor.tier-1")),
(0.5, LootTable("common.loot_tables.armor.tier-2")),
(0.1, LootTable("common.loot_tables.armor.tier-3")),
// Misc
(2.0, Item("common.items.armor.misc.neck.pendant_of_protection")),
]

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@ -1,16 +1,14 @@
[
// Gear
(2.0, LootTable("common.loot_tables.weapons.tier-1")),
(2.0, LootTable("common.loot_tables.armor.tier-1")),
(0.5, LootTable("common.loot_tables.weapons.tier-2")),
(0.5, LootTable("common.loot_tables.armor.tier-2")),
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.armor.tier-1")),
(0.5, Item("common.items.armor.misc.head.hog_hood")),
// Currency
(6.0, ItemQuantity("common.items.utility.coins", 20, 50)),
(3.0, ItemQuantity("common.items.utility.coins", 20, 50)),
// Materials
(2.0, ItemQuantity("common.items.crafting_ing.cloth.wool", 3, 10)),
(2.0, ItemQuantity("common.items.crafting_ing.leather.thick_leather", 3, 10)),
(2.0, ItemQuantity("common.items.mineral.ingot.iron", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.cloth.wool", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.leather.thick_leather", 3, 10)),
(1.0, ItemQuantity("common.items.mineral.ingot.iron", 3, 10)),
// Consumables
(4.0, LootTable("common.loot_tables.consumable.poor")),
(2.0, LootTable("common.loot_tables.consumable.poor")),
]

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@ -2,11 +2,9 @@
// Weapons
(5.0, LootTable("common.loot_tables.weapons.tier-2")),
(0.5, LootTable("common.loot_tables.weapons.tier-3")),
(0.1, LootTable("common.loot_tables.weapons.tier-4")),
// Armor
(5.0, LootTable("common.loot_tables.armor.tier-2")),
(0.5, LootTable("common.loot_tables.armor.tier-3")),
(0.1, LootTable("common.loot_tables.armor.tier-4")),
// Misc
(2.0, Item("common.items.armor.misc.neck.gem_of_resilience")),
// Special Loot

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@ -1,15 +1,13 @@
[
// Gear
(2.0, LootTable("common.loot_tables.weapons.tier-2")),
(2.0, LootTable("common.loot_tables.armor.tier-2")),
(0.5, LootTable("common.loot_tables.weapons.tier-3")),
(0.5, LootTable("common.loot_tables.armor.tier-3")),
(1.0, LootTable("common.loot_tables.weapons.tier-2")),
(1.0, LootTable("common.loot_tables.armor.tier-2")),
// Currency
(6.0, ItemQuantity("common.items.utility.coins", 50, 100)),
(3.0, ItemQuantity("common.items.utility.coins", 50, 100)),
// Materials
(2.0, ItemQuantity("common.items.crafting_ing.cloth.silk", 3, 10)),
(2.0, ItemQuantity("common.items.crafting_ing.hide.scales", 3, 10)),
(2.0, ItemQuantity("common.items.mineral.ingot.steel", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.cloth.silk", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.hide.scales", 3, 10)),
(1.0, ItemQuantity("common.items.mineral.ingot.steel", 3, 10)),
// Consumables
(4.0, LootTable("common.loot_tables.consumable.moderate")),
(2.0, LootTable("common.loot_tables.consumable.moderate")),
]

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@ -2,11 +2,9 @@
// Weapons
(3.0, LootTable("common.loot_tables.weapons.tier-3")),
(1.0, LootTable("common.loot_tables.weapons.tier-4")),
(0.5, LootTable("common.loot_tables.weapons.tier-5")),
// Armor
(3.0, LootTable("common.loot_tables.armor.tier-3")),
(1.0, LootTable("common.loot_tables.armor.tier-4")),
(0.5, LootTable("common.loot_tables.armor.tier-5")),
// Misc
(2.0, Item("common.items.armor.misc.neck.haniwa_talisman")),
]

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@ -1,15 +1,13 @@
[
// Gear
(2.0, LootTable("common.loot_tables.weapons.tier-3")),
(2.0, LootTable("common.loot_tables.armor.tier-3")),
(0.5, LootTable("common.loot_tables.weapons.tier-4")),
(0.5, LootTable("common.loot_tables.armor.tier-4")),
(1.0, LootTable("common.loot_tables.weapons.tier-3")),
(1.0, LootTable("common.loot_tables.armor.tier-3")),
// Currency
(6.0, ItemQuantity("common.items.utility.coins", 100, 200)),
(3.0, ItemQuantity("common.items.utility.coins", 100, 200)),
// Materials
(2.0, ItemQuantity("common.items.crafting_ing.cloth.lifecloth", 3, 10)),
(2.0, ItemQuantity("common.items.crafting_ing.hide.carapace", 3, 10)),
(2.0, ItemQuantity("common.items.mineral.ingot.cobalt", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.cloth.lifecloth", 3, 10)),
(1.0, ItemQuantity("common.items.crafting_ing.hide.carapace", 3, 10)),
(1.0, ItemQuantity("common.items.mineral.ingot.cobalt", 3, 10)),
// Consumables
(4.0, LootTable("common.loot_tables.consumable.moderate")),
(2.0, LootTable("common.loot_tables.consumable.moderate")),
]

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@ -7,6 +7,4 @@
Skill((Bow(CSpeed), Some(1))),
Skill((Bow(CMove), Some(1))),
// Repeater
Skill((Bow(RDamage), Some(1))),
])

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@ -4,12 +4,8 @@
// Charged
Skill((Bow(CDamage), Some(2))),
Skill((Bow(CKnockback), Some(2))),
Skill((Bow(CSpeed), Some(1))),
Skill((Bow(CSpeed), Some(2))),
Skill((Bow(CMove), Some(1))),
// Repeater
Skill((Bow(RDamage), Some(2))),
Skill((Bow(RCost), Some(2))),
Skill((Bow(RSpeed), Some(1))),
])

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@ -9,7 +9,5 @@
// Flamethrower
Skill((Staff(FRange), Some(2))),
Skill((Staff(FDamage), Some(2))),
Skill((Staff(FDrain), Some(1))),
Skill((Staff(FVelocity), Some(1))),
])

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@ -2,21 +2,10 @@
Group(Weapon(Bow)),
// Charged
Skill((Bow(CDamage), Some(3))),
Skill((Bow(CDamage), Some(2))),
Skill((Bow(CRegen), Some(2))),
Skill((Bow(CKnockback), Some(2))),
Skill((Bow(CSpeed), Some(2))),
Skill((Bow(CMove), Some(2))),
// Repeater
Skill((Bow(RDamage), Some(2))),
Skill((Bow(RCost), Some(2))),
Skill((Bow(RSpeed), Some(2))),
// Shotgun
Skill((Bow(UnlockShotgun), None)),
Skill((Bow(SDamage), Some(1))),
Skill((Bow(SSpread), Some(1))),
Skill((Bow(SArrows), Some(1))),
Skill((Bow(SCost), Some(1))),
])

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@ -2,20 +2,14 @@
Group(Weapon(Staff)),
// Fireball
Skill((Staff(BDamage), Some(3))),
Skill((Staff(BDamage), Some(2))),
Skill((Staff(BRegen), Some(2))),
Skill((Staff(BRadius), Some(3))),
Skill((Staff(BRadius), Some(2))),
// Flamethrower
Skill((Staff(FRange), Some(2))),
Skill((Staff(FDamage), Some(3))),
Skill((Staff(FDrain), Some(2))),
Skill((Staff(FVelocity), Some(2))),
Skill((Staff(FVelocity), Some(1))),
// Shockwave
Skill((Staff(UnlockShockwave), None)),
Skill((Staff(SDamage), Some(1))),
Skill((Staff(SKnockback), Some(1))),
Skill((Staff(SRange), Some(1))),
Skill((Staff(SCost), Some(1))),
])