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Fixing loot tables
- Use quad_low and quad_medium loot table for corresponding mobs in dungeons - Remove cultist loot table from T3-T4 loot tables - Use resize instead of vec[obj; len] to create different loot and not duplicated for miniboss_1
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@ -2,5 +2,4 @@
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(1.0, LootTable("common.loot_tables.humanoids")),
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(1.0, LootTable("common.loot_tables.armor.steel")),
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(1.0, LootTable("common.loot_tables.weapons.tier-3")),
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(3.0, LootTable("common.loot_tables.cultists")),
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]
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]
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@ -1,5 +1,5 @@
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[
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(1.0, LootTable("common.loot_tables.humanoids")),
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(1.0, LootTable("common.loot_tables.armor.steel")),
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(1.0, LootTable("common.loot_tables.weapons.tier-4")),
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(5.0, LootTable("common.loot_tables.cultists")),
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]
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]
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@ -1220,7 +1220,7 @@ fn boss_fallback(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<Ent
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}
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fn mini_boss_0(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.weapons.tier-0");
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.creature.quad_medium.default");
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vec![
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EntityInfo::at(tile_wcenter.map(|e| e as f32))
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.with_body(comp::Body::QuadrupedMedium(
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@ -1235,8 +1235,9 @@ fn mini_boss_0(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<Entit
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}
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fn mini_boss_1(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.weapons.tier-1");
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vec![
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.creature.quad_medium.default");
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let mut entities = Vec::new();
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entities.resize_with(3, || {
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EntityInfo::at(tile_wcenter.map(|e| e as f32))
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.with_body(comp::Body::QuadrupedMedium(
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comp::quadruped_medium::Body::random_with(
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@ -1245,13 +1246,13 @@ fn mini_boss_1(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<Entit
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),
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))
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.with_name("Bonerattler".to_string())
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.with_loot_drop(chosen.read().choose().to_item());
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3
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]
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.with_loot_drop(chosen.read().choose().to_item())
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});
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entities
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}
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fn mini_boss_2(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.weapons.tier-2");
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.creature.quad_low.default");
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let mut entities = Vec::new();
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entities.resize_with(6, || {
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EntityInfo::at(tile_wcenter.map(|e| e as f32))
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@ -1268,9 +1269,9 @@ fn mini_boss_2(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<Entit
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}
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fn mini_boss_3(dynamic_rng: &mut impl Rng, tile_wcenter: Vec3<i32>) -> Vec<EntityInfo> {
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.weapons.tier-3");
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let chosen = Lottery::<LootSpec>::load_expect("common.loot_tables.creature.quad_low.default");
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let mut entities = Vec::new();
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entities.resize_with(6, || {
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entities.resize_with(8, || {
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EntityInfo::at(tile_wcenter.map(|e| e as f32))
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.with_body(comp::Body::QuadrupedLow(
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comp::quadruped_low::Body::random_with(
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