v0.4.0: updated sad ghost's weapon drops

This commit is contained in:
Evan Debenham 2016-06-17 22:20:22 -04:00
parent f42629c505
commit 66f0bf5d2c

View File

@ -40,14 +40,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.MailArmor;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.PlateArmor;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.ScaleArmor;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.BattleAxe;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Glaive;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Longsword;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Mace;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Quarterstaff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Spear;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Sword;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WarHammer;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.NewShortsword;
import com.shatteredpixel.shatteredpixeldungeon.levels.SewerLevel;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
@ -282,20 +275,28 @@ public class Ghost extends NPC {
//50%:tier2, 30%:tier3, 15%:tier4, 5%:tier5
float itemTierRoll = Random.Float();
int wepTier;
if (itemTierRoll < 0.5f) {
weapon = Random.Int(2) == 0 ? new Spear() : new Quarterstaff();
wepTier = 2;
armor = new LeatherArmor();
} else if (itemTierRoll < 0.8f) {
weapon = Random.Int(2) == 0 ? new Mace() : new Sword();
wepTier = 3;
armor = new MailArmor();
} else if (itemTierRoll < 0.95f) {
weapon = Random.Int(2) == 0 ? new BattleAxe() : new Longsword();
wepTier = 4;
armor = new ScaleArmor();
} else {
weapon = Random.Int(2) == 0 ? new WarHammer() : new Glaive();
wepTier = 5;
armor = new PlateArmor();
}
try {
weapon = (Weapon)Generator.wepTiers[wepTier-1].classes[Random.chances(Generator.wepTiers[wepTier-1].probs)].newInstance();
} catch (Exception e){
weapon = new NewShortsword();
}
//50%:+0, 30%:+1, 15%:+2, 5%:+3
float itemLevelRoll = Random.Float();
int itemLevel;