v0.9.0b: Balance tweaks to equip drops in the sewers:
- Sewer droprate of T4/T5 gear halved - T2 is slightly more common in the sewers - Player now gets to see what type of weapon/armor the ghost has
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@ -281,23 +281,15 @@ public class Ghost extends NPC {
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depth = Dungeon.depth;
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depth = Dungeon.depth;
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//50%:tier2, 30%:tier3, 15%:tier4, 5%:tier5
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//50%:tier2, 30%:tier3, 15%:tier4, 5%:tier5
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float itemTierRoll = Random.Float();
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switch (Random.chances(new float[]{0, 0, 10, 6, 3, 1})){
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int wepTier;
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default:
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case 2: armor = new LeatherArmor(); break;
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if (itemTierRoll < 0.5f) {
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case 3: armor = new MailArmor(); break;
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wepTier = 2;
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case 4: armor = new ScaleArmor(); break;
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armor = new LeatherArmor();
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case 5: armor = new PlateArmor(); break;
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} else if (itemTierRoll < 0.8f) {
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wepTier = 3;
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armor = new MailArmor();
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} else if (itemTierRoll < 0.95f) {
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wepTier = 4;
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armor = new ScaleArmor();
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} else {
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wepTier = 5;
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armor = new PlateArmor();
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}
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}
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//50%:tier2, 30%:tier3, 15%:tier4, 5%:tier5
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int wepTier = Random.chances(new float[]{0, 10, 6, 3, 1});
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Generator.Category c = Generator.wepTiers[wepTier - 1];
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Generator.Category c = Generator.wepTiers[wepTier - 1];
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weapon = (MeleeWeapon) Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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weapon = (MeleeWeapon) Reflection.newInstance(c.classes[Random.chances(c.probs)]);
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@ -461,7 +461,7 @@ public class Generator {
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}
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}
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private static final float[][] floorSetTierProbs = new float[][] {
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private static final float[][] floorSetTierProbs = new float[][] {
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{0, 70, 20, 8, 2},
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{0, 75, 20, 4, 1},
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{0, 25, 50, 20, 5},
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{0, 25, 50, 20, 5},
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{0, 0, 40, 50, 10},
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{0, 0, 40, 50, 10},
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{0, 0, 20, 40, 40},
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{0, 0, 20, 40, 40},
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@ -72,7 +72,7 @@ public class WndSadGhost extends Window {
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message.setPos(0, titlebar.bottom() + GAP);
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message.setPos(0, titlebar.bottom() + GAP);
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add( message );
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add( message );
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RedButton btnWeapon = new RedButton( Messages.get(this, "weapon") ) {
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RedButton btnWeapon = new RedButton( Ghost.Quest.weapon.trueName() + " :" + Ghost.Quest.weapon.STRReq(0) ) {
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@Override
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@Override
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protected void onClick() {
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protected void onClick() {
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selectReward( ghost, Ghost.Quest.weapon );
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selectReward( ghost, Ghost.Quest.weapon );
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@ -81,7 +81,7 @@ public class WndSadGhost extends Window {
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btnWeapon.setRect( 0, message.top() + message.height() + GAP, WIDTH, BTN_HEIGHT );
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btnWeapon.setRect( 0, message.top() + message.height() + GAP, WIDTH, BTN_HEIGHT );
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add( btnWeapon );
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add( btnWeapon );
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RedButton btnArmor = new RedButton( Messages.get(this, "armor") ) {
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RedButton btnArmor = new RedButton( Ghost.Quest.armor.trueName() + " :" + Ghost.Quest.armor.STRReq(0) ) {
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@Override
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@Override
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protected void onClick() {
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protected void onClick() {
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selectReward(ghost, Ghost.Quest.armor);
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selectReward(ghost, Ghost.Quest.armor);
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