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+ 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:
parent
9e28d889af
commit
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@ -1,15 +1,13 @@
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[
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// Gear
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(2.0, LootTable("common.loot_tables.weapons.tier-0")),
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(2.0, LootTable("common.loot_tables.armor.tier-0")),
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(0.5, LootTable("common.loot_tables.armor.tier-1")),
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(0.5, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.armor.tier-0")),
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// Currency
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(6.0, ItemQuantity("common.items.utility.coins", 10, 20)),
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(3.0, ItemQuantity("common.items.utility.coins", 10, 20)),
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// Materials
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(2.0, ItemQuantity("common.items.crafting_ing.cloth.linen", 3, 10)),
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(2.0, ItemQuantity("common.items.crafting_ing.leather.simple_leather", 3, 10)),
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(2.0, ItemQuantity("common.items.mineral.ingot.bronze", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.cloth.linen", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.leather.simple_leather", 3, 10)),
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(1.0, ItemQuantity("common.items.mineral.ingot.bronze", 3, 10)),
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// Consumables
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(4.0, LootTable("common.loot_tables.consumable.poor")),
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(2.0, LootTable("common.loot_tables.consumable.poor")),
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]
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@ -2,11 +2,9 @@
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// Weapons
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(4.0, LootTable("common.loot_tables.weapons.tier-1")),
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(0.5, LootTable("common.loot_tables.weapons.tier-2")),
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(0.1, LootTable("common.loot_tables.weapons.tier-3")),
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// Armor
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(4.0, LootTable("common.loot_tables.armor.tier-1")),
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(0.5, LootTable("common.loot_tables.armor.tier-2")),
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(0.1, LootTable("common.loot_tables.armor.tier-3")),
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// Misc
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(2.0, Item("common.items.armor.misc.neck.pendant_of_protection")),
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]
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@ -1,16 +1,14 @@
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[
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// Gear
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(2.0, LootTable("common.loot_tables.weapons.tier-1")),
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(2.0, LootTable("common.loot_tables.armor.tier-1")),
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(0.5, LootTable("common.loot_tables.weapons.tier-2")),
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(0.5, LootTable("common.loot_tables.armor.tier-2")),
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(1.0, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.armor.tier-1")),
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(0.5, Item("common.items.armor.misc.head.hog_hood")),
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// Currency
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(6.0, ItemQuantity("common.items.utility.coins", 20, 50)),
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(3.0, ItemQuantity("common.items.utility.coins", 20, 50)),
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// Materials
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(2.0, ItemQuantity("common.items.crafting_ing.cloth.wool", 3, 10)),
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(2.0, ItemQuantity("common.items.crafting_ing.leather.thick_leather", 3, 10)),
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(2.0, ItemQuantity("common.items.mineral.ingot.iron", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.cloth.wool", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.leather.thick_leather", 3, 10)),
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(1.0, ItemQuantity("common.items.mineral.ingot.iron", 3, 10)),
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// Consumables
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(4.0, LootTable("common.loot_tables.consumable.poor")),
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(2.0, LootTable("common.loot_tables.consumable.poor")),
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]
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@ -2,11 +2,9 @@
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// Weapons
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(5.0, LootTable("common.loot_tables.weapons.tier-2")),
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(0.5, LootTable("common.loot_tables.weapons.tier-3")),
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(0.1, LootTable("common.loot_tables.weapons.tier-4")),
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// Armor
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(5.0, LootTable("common.loot_tables.armor.tier-2")),
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(0.5, LootTable("common.loot_tables.armor.tier-3")),
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(0.1, LootTable("common.loot_tables.armor.tier-4")),
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// Misc
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(2.0, Item("common.items.armor.misc.neck.gem_of_resilience")),
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// Special Loot
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@ -1,15 +1,13 @@
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[
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// Gear
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(2.0, LootTable("common.loot_tables.weapons.tier-2")),
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(2.0, LootTable("common.loot_tables.armor.tier-2")),
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(0.5, LootTable("common.loot_tables.weapons.tier-3")),
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(0.5, LootTable("common.loot_tables.armor.tier-3")),
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(1.0, LootTable("common.loot_tables.weapons.tier-2")),
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(1.0, LootTable("common.loot_tables.armor.tier-2")),
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// Currency
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(6.0, ItemQuantity("common.items.utility.coins", 50, 100)),
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(3.0, ItemQuantity("common.items.utility.coins", 50, 100)),
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// Materials
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(2.0, ItemQuantity("common.items.crafting_ing.cloth.silk", 3, 10)),
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(2.0, ItemQuantity("common.items.crafting_ing.hide.scales", 3, 10)),
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(2.0, ItemQuantity("common.items.mineral.ingot.steel", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.cloth.silk", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.hide.scales", 3, 10)),
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(1.0, ItemQuantity("common.items.mineral.ingot.steel", 3, 10)),
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// Consumables
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(4.0, LootTable("common.loot_tables.consumable.moderate")),
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(2.0, LootTable("common.loot_tables.consumable.moderate")),
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]
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@ -2,11 +2,9 @@
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// Weapons
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(3.0, LootTable("common.loot_tables.weapons.tier-3")),
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(1.0, LootTable("common.loot_tables.weapons.tier-4")),
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(0.5, LootTable("common.loot_tables.weapons.tier-5")),
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// Armor
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(3.0, LootTable("common.loot_tables.armor.tier-3")),
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(1.0, LootTable("common.loot_tables.armor.tier-4")),
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(0.5, LootTable("common.loot_tables.armor.tier-5")),
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// Misc
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(2.0, Item("common.items.armor.misc.neck.haniwa_talisman")),
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]
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[
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// Gear
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(2.0, LootTable("common.loot_tables.weapons.tier-3")),
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(2.0, LootTable("common.loot_tables.armor.tier-3")),
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(0.5, LootTable("common.loot_tables.weapons.tier-4")),
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(0.5, LootTable("common.loot_tables.armor.tier-4")),
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(1.0, LootTable("common.loot_tables.weapons.tier-3")),
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(1.0, LootTable("common.loot_tables.armor.tier-3")),
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// Currency
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(6.0, ItemQuantity("common.items.utility.coins", 100, 200)),
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(3.0, ItemQuantity("common.items.utility.coins", 100, 200)),
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// Materials
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(2.0, ItemQuantity("common.items.crafting_ing.cloth.lifecloth", 3, 10)),
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(2.0, ItemQuantity("common.items.crafting_ing.hide.carapace", 3, 10)),
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(2.0, ItemQuantity("common.items.mineral.ingot.cobalt", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.cloth.lifecloth", 3, 10)),
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(1.0, ItemQuantity("common.items.crafting_ing.hide.carapace", 3, 10)),
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(1.0, ItemQuantity("common.items.mineral.ingot.cobalt", 3, 10)),
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// Consumables
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(4.0, LootTable("common.loot_tables.consumable.moderate")),
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(2.0, LootTable("common.loot_tables.consumable.moderate")),
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]
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@ -7,6 +7,4 @@
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Skill((Bow(CSpeed), Some(1))),
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Skill((Bow(CMove), Some(1))),
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// Repeater
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Skill((Bow(RDamage), Some(1))),
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])
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// Charged
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Skill((Bow(CDamage), Some(2))),
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Skill((Bow(CKnockback), Some(2))),
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Skill((Bow(CSpeed), Some(1))),
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Skill((Bow(CSpeed), Some(2))),
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Skill((Bow(CMove), Some(1))),
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// Repeater
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Skill((Bow(RDamage), Some(2))),
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Skill((Bow(RCost), Some(2))),
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Skill((Bow(RSpeed), Some(1))),
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])
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// Flamethrower
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Skill((Staff(FRange), Some(2))),
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Skill((Staff(FDamage), Some(2))),
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Skill((Staff(FDrain), Some(1))),
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Skill((Staff(FVelocity), Some(1))),
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])
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Group(Weapon(Bow)),
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// Charged
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Skill((Bow(CDamage), Some(3))),
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Skill((Bow(CDamage), Some(2))),
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Skill((Bow(CRegen), Some(2))),
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Skill((Bow(CKnockback), Some(2))),
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Skill((Bow(CSpeed), Some(2))),
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Skill((Bow(CMove), Some(2))),
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// Repeater
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Skill((Bow(RDamage), Some(2))),
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Skill((Bow(RCost), Some(2))),
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Skill((Bow(RSpeed), Some(2))),
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// Shotgun
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Skill((Bow(UnlockShotgun), None)),
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Skill((Bow(SDamage), Some(1))),
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Skill((Bow(SSpread), Some(1))),
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Skill((Bow(SArrows), Some(1))),
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Skill((Bow(SCost), Some(1))),
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])
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Group(Weapon(Staff)),
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// Fireball
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Skill((Staff(BDamage), Some(3))),
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Skill((Staff(BDamage), Some(2))),
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Skill((Staff(BRegen), Some(2))),
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Skill((Staff(BRadius), Some(3))),
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Skill((Staff(BRadius), Some(2))),
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// Flamethrower
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Skill((Staff(FRange), Some(2))),
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Skill((Staff(FDamage), Some(3))),
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Skill((Staff(FDrain), Some(2))),
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Skill((Staff(FVelocity), Some(2))),
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Skill((Staff(FVelocity), Some(1))),
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// Shockwave
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Skill((Staff(UnlockShockwave), None)),
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Skill((Staff(SDamage), Some(1))),
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Skill((Staff(SKnockback), Some(1))),
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Skill((Staff(SRange), Some(1))),
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Skill((Staff(SCost), Some(1))),
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])
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