Starting quiver capacity is random
Moderator: Moderator
Starting quiver capacity is random
It should not be, that does not match with starting equipment being fixed. One time I started with capacity 12, the other with 6, which can make quite a difference...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Starting quiver capacity is random
Short of adding a bit of code to the birther code to fudge the number of arrows to a set value it's probably easier to have a 'special' starter quiver with a fixed amount of arrows in it and have the birther equip that.
E.g.
and then
in the birther resolver for anyone that starts with a bow
E.g.
Code: Select all
newEntity{ base = "BASE_ARROW",
name = "starter quiver of elm arrows", short_name = "elm",
level_range = {1, 10},
require = { stat = { dex=11 }, },
cost = 2,
material_level = 1,
rarity = 0, -- no dropping
combat = {
capacity = 12, -- fixed
dam = resolvers.rngavg(7,12),
apr = 5,
physcrit = 1,
dammod = {dex=0.7, str=0.5},
},
}
in the birther resolver for anyone that starts with a bow
Code: Select all
{type="ammo", subtype="arrow", name="starter quiver of elm arrows", autoreq=true, ego_chance=-1000},
-
- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: Starting quiver capacity is random
I think this also highlights a shortcoming of lower tier ammo: The capacity can be quite restrictive (particularly for arrows). How about increasing the minimum capacity as follows:
And a patch to accomplish this:
Code: Select all
Arrows Shot
Tier1 5->8 10->13
Tier2 7->9 12->14
Tier3 9->10 14->15
Tier4 11->11 16->16
Tier5 13->13 18->18
Code: Select all
game/modules/tome/data/general/objects/bows.lua | 6 +++---
game/modules/tome/data/general/objects/slings.lua | 6 +++---
2 files changed, 6 insertions(+), 6 deletions(-)
diff --git a/game/modules/tome/data/general/objects/bows.lua b/game/modules/tome/data/general/objects/bows.lua
index dc0ef86..626daeb 100644
--- a/game/modules/tome/data/general/objects/bows.lua
+++ b/game/modules/tome/data/general/objects/bows.lua
@@ -127,7 +127,7 @@ newEntity{ base = "BASE_ARROW",
cost = 2,
material_level = 1,
combat = {
- capacity = resolvers.rngavg(5, 15),
+ capacity = resolvers.rngavg(8, 15),
dam = resolvers.rngavg(7,12),
apr = 5,
physcrit = 1,
@@ -142,7 +142,7 @@ newEntity{ base = "BASE_ARROW",
cost = 5,
material_level = 2,
combat = {
- capacity = resolvers.rngavg(7, 15),
+ capacity = resolvers.rngavg(9, 15),
dam = resolvers.rngavg(15,22),
apr = 7,
physcrit = 1.5,
@@ -157,7 +157,7 @@ newEntity{ base = "BASE_ARROW",
cost = 10,
material_level = 3,
combat = {
- capacity = resolvers.rngavg(9, 15),
+ capacity = resolvers.rngavg(10, 15),
dam = resolvers.rngavg(28,37),
apr = 10,
physcrit = 2,
diff --git a/game/modules/tome/data/general/objects/slings.lua b/game/modules/tome/data/general/objects/slings.lua
index d56a027..92630ee 100644
--- a/game/modules/tome/data/general/objects/slings.lua
+++ b/game/modules/tome/data/general/objects/slings.lua
@@ -123,7 +123,7 @@ newEntity{ base = "BASE_SHOT",
cost = 2,
material_level = 1,
combat = {
- capacity = resolvers.rngavg(10, 25),
+ capacity = resolvers.rngavg(13, 25),
dam = resolvers.rngavg(7,12),
apr = 1,
physcrit = 4,
@@ -138,7 +138,7 @@ newEntity{ base = "BASE_SHOT",
cost = 5,
material_level = 2,
combat = {
- capacity = resolvers.rngavg(12, 25),
+ capacity = resolvers.rngavg(14, 25),
dam = resolvers.rngavg(15,22),
apr = 2,
physcrit = 4.5,
@@ -153,7 +153,7 @@ newEntity{ base = "BASE_SHOT",
cost = 10,
material_level = 3,
combat = {
- capacity = resolvers.rngavg(14, 25),
+ capacity = resolvers.rngavg(15, 25),
dam = resolvers.rngavg(28,37),
apr = 3,
physcrit = 5,
Re: Starting quiver capacity is random
FWIW, not all elements of normal starter gear is fixed: Weapons have variable powers, mindstars might be nature or mind-powered, stuff like that.
Re: Starting quiver capacity is random
Really? I...never noticed that actually.Waladil wrote:FWIW, not all elements of normal starter gear is fixed: Weapons have variable powers, mindstars might be nature or mind-powered, stuff like that.
But yes, as there is nothing in the birther tables that places limits on randomness, other than ego_chance = -1000, I think that's what actually happens.
I don't think it has the same significant effect as quiver capacity though. From 6 to 12 is an huge difference...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system