Merge branch 'pfau/follow-up-fixes' into 'master'

Fix a bunch of issues introduced by the rebalance branch

See merge request veloren/veloren!1323
This commit is contained in:
Joshua Yanovski 2020-08-22 23:37:45 +00:00
commit a38d33eeff
14 changed files with 44 additions and 35 deletions

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@ -1,11 +1,10 @@
[
(20, Velorite),
(30, VeloriteFrag),
(60, Stones),
(15, PurpleFlower),
(130, ShortGrass),
(120, Mushroom),
(8, ShinyGem),
(15, Chest),
(2, Crate),
(10, Velorite),
(15, VeloriteFrag),
(110, Stones),
(150, ShortGrass),
(60, Mushroom),
(2, ShinyGem),
(2, Chest),
(15, Crate),
]

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@ -5,7 +5,7 @@ Item(
(
kind: Chest("Leather2"),
stats: (
protection: Normal(6.0),
protection: Normal(8.0),
),
)
),

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@ -5,7 +5,7 @@ Item(
(
kind: Pants("Leather2"),
stats: (
protection: Normal(8.0),
protection: Normal(6.0),
),
)
),

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@ -5,7 +5,7 @@ Item(
(
kind: Shoulder("Leather2"),
stats: (
protection: Normal(6.0),
protection: Normal(8.0),
),
)
),

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@ -1,6 +1,6 @@
Item(
name: "Wooden Sword",
description: "It's not sharp.",
name: "Forest Spirit",
description: "The resin glows.",
kind: Tool(
(
kind: Sword("WoodTraining"),

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@ -22,8 +22,8 @@
// Weapons
"velorite_sceptre": (("common.items.weapons.staff.sceptre_velorite_0", 1),[("common.items.crafting_ing.twigs", 20), ("common.items.ore.veloritefrag", 10), ("common.items.crafting_ing.shiny_gem", 4), ("common.items.crafting_tools.craftsman_hammer", 0)]),
// Enhanced starting weapons
"better bow": (("common.items.weapons.bow.wood_shortbow-0", 1), [("common.items.crafting_ing.leather_scraps", 8),("common.items.crafting_ing.twigs", 4), ("common.items.crafting_ing.stones", 0)]),
"better sword": (("common.items.weapons.sword.wood_sword", 1), [("common.items.crafting_ing.leather_scraps", 4),("common.items.crafting_ing.twigs", 8), ("common.items.crafting_ing.stones", 0)]),
"better bow": (("common.items.weapons.bow.wood_shortbow-0", 1), [("common.items.crafting_ing.leather_scraps", 8),("common.items.crafting_ing.twigs", 6), ("common.items.crafting_ing.stones", 0)]),
"better sword": (("common.items.weapons.sword.wood_sword", 1), [("common.items.crafting_ing.leather_scraps", 4),("common.items.crafting_ing.twigs", 10), ("common.items.ore.veloritefrag", 1), ("common.items.crafting_ing.stones", 0)]),
// Adventurer/Beginner Leather Set
"adventure back": (("common.items.armor.back.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 4)]),
"adventure belt": (("common.items.armor.belt.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 2)]),

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@ -67,7 +67,7 @@
(0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.2,
),
Tool(Sword("WoodTraining")): VoxTrans(
"voxel.weapon.sword.wood_2h",
"voxel.weapon.sword.wood_ore_2h",
(0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.3,
),
Tool(Sword("LongFine3")): VoxTrans(

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@ -8,7 +8,7 @@
color: None
),
Sword("WoodTraining"): (
vox_spec: ("weapon.sword.wood_2h", (-1.5, -6.5, -4.0)),
vox_spec: ("weapon.sword.wood_ore_2h", (-1.5, -6.5, -4.0)),
color: None
),
Sword("Zweihander0"): (

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BIN
assets/voxygen/voxel/weapon/sword/wood_ore_2h.vox (Stored with Git LFS) Normal file

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@ -173,20 +173,25 @@ impl Item {
BlockKind::ShortGrass => Some(assets::load_expect_cloned("common.items.grasses.short")),
BlockKind::Coconut => Some(assets::load_expect_cloned("common.items.food.coconut")),
BlockKind::Chest => {
let chosen = match rng.gen_range(0, 5) {
0 => {
assets::load_expect::<Lottery<String>>("common.loot_tables.loot_table_food")
},
1 => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_table_crafting",
),
2 => assets::load_expect::<Lottery<String>>(
let chosen = match rng.gen_range(0, 7) {
0 => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_table_weapon_uncommon",
),
1 => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_weapon_common",
),
2 => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_table_armor_light",
),
3 => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_table_armor_cloth",
),
4 => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_table_armor_heavy",
),
_ => assets::load_expect::<Lottery<String>>(
"common.loot_tables.loot_table_armor_misc",
),
_ => assets::load_expect::<Lottery<String>>("common.loot_tables.loot_table"),
};
let chosen = chosen.choose();
Some(assets::load_expect_cloned(chosen))

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@ -525,7 +525,9 @@ impl<'a> System<'a> for Sys {
// Attack owner's attacker
let owner_stats = stats.get(owner)?;
if owner_stats.health.last_change.0 < 5.0 {
if owner_stats.health.last_change.0 < 5.0
&& owner_stats.health.last_change.1.amount < 0
{
if let comp::HealthSource::Attack { by } =
owner_stats.health.last_change.1.cause
{

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@ -571,6 +571,7 @@ pub fn block_from_structure(
)),
// None of these BlockKinds has an orientation, so we just use zero for the other color
// bits.
StructureBlock::Liana => Some(Block::new(BlockKind::Liana, Rgb::zero())),
StructureBlock::Fruit => Some(if field.get(pos + structure_pos) % 3 > 0 {
Block::empty()
} else {
@ -592,7 +593,6 @@ pub fn block_from_structure(
| StructureBlock::PalmLeavesInner
| StructureBlock::PalmLeavesOuter
| StructureBlock::Acacia
| StructureBlock::Liana
| StructureBlock::Mangrove => sblock
.elim_case_pure(&index.colors.block.structure_blocks)
.as_ref()

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@ -130,10 +130,10 @@ pub fn apply_scatter_to<'a>(
// Collecable Objects
// Only spawn twigs in temperate forests
(Twigs, false, |c| {
((c.tree_density - 0.5).max(0.0) * MUSH_FACT * 0.5, None)
((c.tree_density - 0.5).max(0.0) * 0.001, None)
}),
(Stones, false, |c| {
((c.rockiness - 0.5).max(0.0) * MUSH_FACT * 0.5, None)
((c.rockiness - 0.5).max(0.0) * 0.05, None)
}),
// Don't spawn Mushrooms in snowy regions
(Mushroom, false, |c| {
@ -494,7 +494,7 @@ pub fn apply_caves_to<'a>(
let difficulty = cave_depth / 100.0;
// Scatter things in caves
if RandomField::new(index.seed).chance(wpos2d.into(), 0.002 * difficulty.powf(1.5))
if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty.powf(1.5))
&& cave_base < surface_z as i32 - 25
{
let kind = *assets::load_expect::<Lottery<BlockKind>>("common.cave_scatter")
@ -547,7 +547,7 @@ pub fn apply_caves_supplement<'a>(
let difficulty = cave_depth / 200.0;
// Scatter things in caves
if RandomField::new(index.seed).chance(wpos2d.into(), 0.000005 * difficulty)
if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty)
&& cave_base < surface_z as i32 - 40
{
let is_hostile: bool;