Ammo creation

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Repton
Archmage
Posts: 371
Joined: Wed Aug 05, 2009 2:17 am

Ammo creation

#1 Post by Repton »

Currently, the ammo creation affects success rate and ego chance. If you're willing to spend long enough sitting on the rest key, you can overcome these obstacles. I don't think it's good to encourage boring play like that.

My idea: more ranks in ammo creation gives you a better chance at good ammo.

e.g. change this line:

Code: Select all

local o = game.zone:makeEntity(game.level, "object", {type="ammo", subtype=st, ego_chance=ego}, nil, true)
To this (untested):

Code: Select all

local alevel = game.level - 4 + 2*self:getTalentLevel(t)
local o = game.zone:makeEntity(alevel, "object", {type="ammo", subtype=st, ego_chance=ego}, nil, true)

darkgod
Master of Eyal
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Re: Ammo creation

#2 Post by darkgod »

I do not think I understand what this should achieve :)

BTW to add levels to the generation code you must do somerthing like that:

Code: Select all

local o = game.zone:makeEntity(game.level, "object", {type="ammo", subtype=st, ego_chance=ego, add_levels=alevel}, nil, true)
The first parameter is a Level object, not just a number
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Repton
Archmage
Posts: 371
Joined: Wed Aug 05, 2009 2:17 am

Re: Ammo creation

#3 Post by Repton »

Oh well, that's what I get for taking things at face value instead of knowing what I'm doing :-)

It was meant to achieve generation at a deeper dungeon level, if you put ranks in it. I thought game.level was just the dungeon level :oops:

So 1 rank in ammo creation would give you ammo as though you were in a shallower dungeon, 2-3 ranks would be about normal level, and 4 and 5 ranks would give you better ammo than you would find normally (even before the ego change).

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