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https://gitlab.com/veloren/veloren.git
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Fixes
Fix Cave NPCs only spawning very deep inside caves Increase twig density Adjust armour values and ingredients for starter sword fix healing rod using the wrong model Hung up the lianas again
This commit is contained in:
parent
25098e94ae
commit
c9438c0947
@ -1,11 +1,10 @@
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[
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(20, Velorite),
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(30, VeloriteFrag),
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(60, Stones),
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(15, PurpleFlower),
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(130, ShortGrass),
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(120, Mushroom),
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(8, ShinyGem),
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(15, Chest),
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(2, Crate),
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(10, Velorite),
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(15, VeloriteFrag),
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(110, Stones),
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(150, ShortGrass),
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(60, Mushroom),
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(2, ShinyGem),
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(2, Chest),
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(15, Crate),
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]
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@ -5,7 +5,7 @@ Item(
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(
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kind: Chest("Leather2"),
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stats: (
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protection: Normal(6.0),
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protection: Normal(8.0),
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),
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)
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),
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@ -5,7 +5,7 @@ Item(
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(
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kind: Pants("Leather2"),
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stats: (
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protection: Normal(8.0),
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protection: Normal(6.0),
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),
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)
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),
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@ -5,7 +5,7 @@ Item(
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(
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kind: Shoulder("Leather2"),
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stats: (
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protection: Normal(6.0),
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protection: Normal(8.0),
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),
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)
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),
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@ -1,6 +1,6 @@
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Item(
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name: "Wooden Sword",
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description: "It's not sharp.",
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name: "Forest Spirit",
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description: "The resin glows.",
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kind: Tool(
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(
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kind: Sword("WoodTraining"),
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@ -22,8 +22,8 @@
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// Weapons
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"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)]),
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// Enhanced starting weapons
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"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)]),
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"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)]),
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"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)]),
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"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)]),
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// Adventurer/Beginner Leather Set
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"adventure back": (("common.items.armor.back.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 4)]),
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"adventure belt": (("common.items.armor.belt.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 2)]),
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@ -67,7 +67,7 @@
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(0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.2,
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),
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Tool(Sword("WoodTraining")): VoxTrans(
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"voxel.weapon.sword.wood_2h",
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"voxel.weapon.sword.wood_ore_2h",
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(0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.3,
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),
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Tool(Sword("LongFine3")): VoxTrans(
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@ -8,7 +8,7 @@
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color: None
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),
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Sword("WoodTraining"): (
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vox_spec: ("weapon.sword.wood_2h", (-1.5, -6.5, -4.0)),
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vox_spec: ("weapon.sword.wood_ore_2h", (-1.5, -6.5, -4.0)),
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color: None
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),
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Sword("Zweihander0"): (
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BIN
assets/voxygen/voxel/weapon/staff/wood-nature.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/staff/wood-nature.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/sword/wood_ore_2h.vox
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/voxel/weapon/sword/wood_ore_2h.vox
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -173,20 +173,25 @@ impl Item {
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BlockKind::ShortGrass => Some(assets::load_expect_cloned("common.items.grasses.short")),
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BlockKind::Coconut => Some(assets::load_expect_cloned("common.items.food.coconut")),
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BlockKind::Chest => {
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let chosen = match rng.gen_range(0, 5) {
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0 => {
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assets::load_expect::<Lottery<String>>("common.loot_tables.loot_table_food")
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},
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1 => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_table_crafting",
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),
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2 => assets::load_expect::<Lottery<String>>(
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let chosen = match rng.gen_range(0, 7) {
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0 => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_table_weapon_uncommon",
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),
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1 => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_weapon_common",
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),
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2 => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_table_armor_light",
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),
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3 => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_table_armor_cloth",
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),
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4 => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_table_armor_heavy",
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),
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_ => assets::load_expect::<Lottery<String>>(
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"common.loot_tables.loot_table_armor_misc",
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),
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_ => assets::load_expect::<Lottery<String>>("common.loot_tables.loot_table"),
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};
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let chosen = chosen.choose();
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Some(assets::load_expect_cloned(chosen))
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@ -525,7 +525,9 @@ impl<'a> System<'a> for Sys {
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// Attack owner's attacker
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let owner_stats = stats.get(owner)?;
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if owner_stats.health.last_change.0 < 5.0 {
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if owner_stats.health.last_change.0 < 5.0
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&& owner_stats.health.last_change.1.amount < 0
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{
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if let comp::HealthSource::Attack { by } =
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owner_stats.health.last_change.1.cause
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{
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@ -571,6 +571,7 @@ pub fn block_from_structure(
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)),
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// None of these BlockKinds has an orientation, so we just use zero for the other color
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// bits.
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StructureBlock::Liana => Some(Block::new(BlockKind::Liana, Rgb::zero())),
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StructureBlock::Fruit => Some(if field.get(pos + structure_pos) % 3 > 0 {
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Block::empty()
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} else {
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@ -592,7 +593,6 @@ pub fn block_from_structure(
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| StructureBlock::PalmLeavesInner
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| StructureBlock::PalmLeavesOuter
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| StructureBlock::Acacia
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| StructureBlock::Liana
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| StructureBlock::Mangrove => sblock
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.elim_case_pure(&index.colors.block.structure_blocks)
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.as_ref()
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@ -130,10 +130,10 @@ pub fn apply_scatter_to<'a>(
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// Collecable Objects
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// Only spawn twigs in temperate forests
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(Twigs, false, |c| {
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((c.tree_density - 0.5).max(0.0) * MUSH_FACT * 0.5, None)
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((c.tree_density - 0.5).max(0.0) * 0.001, None)
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}),
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(Stones, false, |c| {
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((c.rockiness - 0.5).max(0.0) * MUSH_FACT * 0.5, None)
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((c.rockiness - 0.5).max(0.0) * 0.05, None)
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}),
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// Don't spawn Mushrooms in snowy regions
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(Mushroom, false, |c| {
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@ -494,7 +494,7 @@ pub fn apply_caves_to<'a>(
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let difficulty = cave_depth / 100.0;
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// Scatter things in caves
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if RandomField::new(index.seed).chance(wpos2d.into(), 0.002 * difficulty.powf(1.5))
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if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty.powf(1.5))
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&& cave_base < surface_z as i32 - 25
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{
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let kind = *assets::load_expect::<Lottery<BlockKind>>("common.cave_scatter")
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@ -547,7 +547,7 @@ pub fn apply_caves_supplement<'a>(
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let difficulty = cave_depth / 200.0;
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// Scatter things in caves
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if RandomField::new(index.seed).chance(wpos2d.into(), 0.000005 * difficulty)
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if RandomField::new(index.seed).chance(wpos2d.into(), 0.001 * difficulty)
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&& cave_base < surface_z as i32 - 40
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{
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let is_hostile: bool;
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