v0.4.1: nerfed the equipment drops of skeletons and guards

This commit is contained in:
Evan Debenham 2016-07-05 19:51:34 -04:00 committed by Evan Debenham
parent 9518f3dbb5
commit 49a73d3cd5
2 changed files with 15 additions and 8 deletions

View File

@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.Chains;
import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
@ -138,7 +139,13 @@ public class Guard extends Mob {
protected Item createLoot() {
//first see if we drop armor, overall chance is 1/8
if (Random.Int(2) == 0){
return Generator.randomArmor();
Armor loot;
do{
loot = Generator.randomArmor();
//50% chance of re-rolling tier 4 or 5 items
} while (loot.tier >= 4 && Random.Int(2) == 0);
loot.level(0);
return loot;
//otherwise, we may drop a health potion. overall chance is 7/(8 * (7 + potions dropped))
//with 0 potions dropped that simplifies to 1/8
} else {

View File

@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Grim;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.SkeletonSprite;
@ -88,13 +89,12 @@ public class Skeleton extends Mob {
@Override
protected Item createLoot() {
Item loot = Generator.random( Generator.Category.WEAPON );
for (int i=0; i < 2; i++) {
Item l = Generator.random( Generator.Category.WEAPON );
if (l.level() < loot.level()) {
loot = l;
}
}
Item loot;
do {
loot = Generator.random(Generator.Category.WEAPON);
//50% chance of re-rolling tier 4 or 5 items
} while (loot instanceof MeleeWeapon && ((MeleeWeapon) loot).tier >= 4 && Random.Int(2) == 0);
loot.level(0);
return loot;
}