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rewrite random loot
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f593baf868
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@ -172,7 +172,7 @@ local FISHING_BOBBER_ENTITY={
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self.prize = fishing_setting.prizes["fish"][math.random(1,#fishing_setting.prizes["fish"])]
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self.prize = fishing_setting.prizes["fish"][math.random(1,#fishing_setting.prizes["fish"])]
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else
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else
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if math.random(1, 100) <= 10 then
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if math.random(1, 100) <= 10 then
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self.prize = fishing_setting.prizes["plants"][math.random(1,#fishing_setting.prizes["plants"])]
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self.prize = fishing_setting.func.get_loot()
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end
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end
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end
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end
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@ -167,19 +167,16 @@ local FISHING_BOBBER_SHARK_ENTITY={
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self.randomtime = math.random(1,5)*10
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self.randomtime = math.random(1,5)*10
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local chance = math.random(1, 100)
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local chance = math.random(1, 100)
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--if 1 you catch a treasure, maybe ...
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--if 1 you catch a treasure
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if chance == 1 then
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if chance == 1 then
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--You are lucky ? :)
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if math.random(1, 100) <= fishing_setting.settings["treasure_chance"] and fishing_setting.settings["treasure_enable"] then
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if math.random(1, 100) <= fishing_setting.settings["treasure_chance"] and fishing_setting.settings["treasure_enable"] then
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self.prize = fishing_setting.prizes["treasure"][math.random(1,#fishing_setting.prizes["treasure"])]
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self.prize = fishing_setting.prizes["treasure"][math.random(1,#fishing_setting.prizes["treasure"])]
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else
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self.prize = fishing_setting.prizes["stuff"][math.random(1,#fishing_setting.prizes["stuff"])]
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end
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end
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elseif chance <= fishing_setting.settings["fish_chance"] then
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elseif chance <= fishing_setting.settings["fish_chance"] then
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self.prize = fishing_setting.prizes["shark"][math.random(1,#fishing_setting.prizes["shark"])]
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self.prize = fishing_setting.prizes["shark"][math.random(1,#fishing_setting.prizes["shark"])]
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else
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else
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if math.random(1, 100) <= 10 then
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if math.random(1, 100) <= 10 then
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self.prize = fishing_setting.prizes["plants"][math.random(1,#fishing_setting.prizes["plants"])]
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self.prize = fishing_setting.func.get_loot()
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end
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end
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end
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end
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@ -107,6 +107,22 @@ function fishing_setting.func.hungry_random()
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end
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end
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function fishing_setting.func.get_loot()
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local c = math.random(1, 67)
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for i in pairs(fishing_setting.prizes["stuff"]) do
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local min = fishing_setting.prizes["stuff"][i][5]
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local chance = fishing_setting.prizes["stuff"][i][6]
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local max = min + chance - 1
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if c <= max and c >= min then
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return fishing_setting.prizes["stuff"][i]
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end
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end
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return ""
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end
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-- Show notification when a player catches treasure
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-- Show notification when a player catches treasure
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function fishing_setting.func.notify(f_name, treasure)
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function fishing_setting.func.notify(f_name, treasure)
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local title = fishing_setting.func.S("Lucky %s, he caught the treasure, %s!"):format(f_name, treasure[4])
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local title = fishing_setting.func.S("Lucky %s, he caught the treasure, %s!"):format(f_name, treasure[4])
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@ -12,27 +12,27 @@ fishing_setting.prizes["shark"] = {
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}
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}
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-- Here's what you can prizes
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local plants = {
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-- MoD iTeM WeaR MeSSaGe ("You caught "..)
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{"default", "stick", 0, "a Twig."},
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{"mobs", "rat", 0, "a Rat."},
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{"flowers", "seaweed", 0, "some Seaweed."},
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{"seaplants", "kelpgreen", 0, "a Green Kelp."},
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{"farming", "string", 0, "a String."},
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{"trunks", "twig_1", 0, "a Twig."}
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}
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fishing_setting.prizes["plants"] = fishing_setting.func.ignore_mod(plants)
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local stuff = {
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local stuff = {
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{"fishing", "pole_wood", "randomtools", "an old Fishing Pole."},
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-- mod item wear message ("You caught "..) nrmin chance (1/67)
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{"3d_armor", "boots_wood", "random", "some very old Boots."},
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{"flowers", "seaweed", 0, "some Seaweed.", 1, 5},
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{"maptools", "gold_coin", 0, "a Gold Coin."},
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{"farming", "string", 0, "a String.", 6, 5},
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{"3d_armor", "helmet_diamond", "random", "a very old Helmet."},
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{"trunks", "twig_1", 0, "a Twig.", 11, 5},
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{"shields", "shield_enhanced_cactus", "random", "a very old Shield."},
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{"mobs", "rat", 0, "a Rat.", 16, 5},
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{"default", "sword_bronze", "random", "a very old Sword."},
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{"default", "stick", 0, "a Twig.", 21, 5},
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{"default", "sword_mese", "random", "a very old Sword."},
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{"seaplants", "kelpgreen", 0, "a Green Kelp.", 26, 5},
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{"default", "sword_nyan", "random", "a very old Sword."}
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{"3d_armor", "boots_steel", "random", "some very old Boots.", 31, 2},
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{"3d_armor", "leggings_gold", "random", "some very old Leggings.", 33, 5},
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{"3d_armor", "chestplate_bronze", "random", "a very old ChestPlate.", 38, 5},
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{"fishing", "pole_wood", "randomtools", "an old Fishing Pole.", 43, 10},
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{"3d_armor", "boots_wood", "random", "some very old Boots.", 53, 5},
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{"maptools", "gold_coin", 0, "a Gold Coin.", 58, 1},
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{"3d_armor", "helmet_diamond", "random", "a very old Helmet.", 59, 1},
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{"shields", "shield_enhanced_cactus", "random", "a very old Shield.", 60, 2},
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{"default", "sword_bronze", "random", "a very old Sword.", 62, 2},
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{"default", "sword_mese", "random", "a very old Sword.", 64, 2},
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{"default", "sword_nyan", "random", "a very old Sword.", 66, 2},
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-- nom mod nom item durabilité message dans le chat -- fin 67
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-- de l'objet
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}
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}
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fishing_setting.prizes["stuff"] = fishing_setting.func.ignore_mod(stuff)
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fishing_setting.prizes["stuff"] = fishing_setting.func.ignore_mod(stuff)
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