#1
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Need help modding battle rewards
I'm trying to mod my game so that instead of needing to dig for treasure you are instead automatically rewarded with whatever would have been dug up. I'm really noob at programming so I'm having some problems since lots of stuff can't be straight copied from the dig function to battle rewards function. The Original dug-chest spawning function looks like this:
Code:
function custom_genbox( racemask ) -- äëÿ ñóíäóêîâ äðàêîí÷èêà local K = Boxgen.rnd(100) K = K - 5 if K < 0 then local r = Boxgen.rnd(3) if r == 0 then Boxgen.parcount( "rune_might", "1" ) elseif r == 1 then Boxgen.parcount( "rune_magic", "1" ) else Boxgen.parcount( "rune_mind", "1" ) end return true end K = K - 5 if K < 0 then local r = Boxgen.rnd(100) if r < 50 then Boxgen.parcount( "crystals", "1" ) elseif r < 80 then Boxgen.parcount( "crystals", "2" ) elseif r < 95 then Boxgen.parcount( "crystals", "3" ) else Boxgen.parcount( "crystals", "5" ) end return true end K = K - 15 if K < 0 then -- ïðîñòîé ñâèòîê local r = Boxgen.rnd(100) local count = 3 if r < 80 then count = 1 elseif r < 95 then count = 2 end if not Boxgen.scroll( Game.MapLocDifficulty(), count ) then -- cant add scroll, add money Boxgen.parcount( "money", "*7" ) -- ãåíåðèì äåíåã Mini,Small,Average end return true end K = K - 3 if K < 0 then -- ìàãèÿ ñòðàíñòâèé if not Boxgen.scroll( ) then -- cant add scroll, add money Boxgen.parcount( "money", "*7" ) -- ãåíåðèì äåíåã Mini,Small,Average end return true end -- Boxgen.parcount( "money", "*7" ) -- ãåíåðèì äåíåã Mini,Small,Average local r = Boxgen.rnd(100) if r < 40 then Boxgen.parcount( "money", "*1" ) -- ãåíåðèì äåíåã Mini elseif r < 75 then Boxgen.parcount( "money", "*2" ) -- ãåíåðèì äåíåã Small else Boxgen.parcount( "money", "*4" ) -- ãåíåðèì äåíåã Average end return true end Code:
for i=1, 4 do local K = Game.Random(1,100) if K < 5 then local r = Game.Random(1,3) if r == 0 then Bonus.add("rune_might",1) elseif r == 1 then Bonus.add("rune_magic",1) else Bonus.add("rune_mind",1) end elseif K < 10 then local r = Game.Random(1,100) if r < 50 then Bonus.add( "crystals", "1" ) elseif r < 80 then Bonus.add( "crystals", "2" ) elseif r < 95 then Bonus.add( "crystals", "3" ) else Bonus.add( "crystals", "5" ) end elseif K < 25 then local r = Game.Random(1,100) local count = 3 if r < 80 then count = 1 elseif r < 95 then count = 2 end --if not Boxgen.scroll( Game.MapLocDifficulty(), count ) then -- cant add scroll, add money Bonus.add( "money", common_update_money( gold )*7 ) -- ãåíåðèì äåíåã Mini,Small,Average --end elseif K < 28 then -- ìàãèÿ ñòðàíñòâèé --if not Boxgen.scroll( ) then -- cant add scroll, add money Bonus.add( "money", common_update_money( gold )*7 ) -- ãåíåðèì äåíåã Mini,Small,Average else local r = Game.Random(1,100) if r < 40 then Bonus.add( "money", common_update_money( gold )*1 ) -- ãåíåðèì äåíåã Mini elseif r < 75 then Bonus.add( "money", common_update_money( gold )*2 ) -- ãåíåðèì äåíåã Small else Bonus.add( "money", common_update_money( gold )*4 ) -- ãåíåðèì äåíåã Average end end end Also, I need to know how to get the number of chests that are in the area (dependent on the pet digging level + the item that gives dig spots), I have it forced to 4 rewards at the moment but the original pet function uses Code:
local limits = {tonum(Attack.get_custom_param("green")), tonum(Attack.get_custom_param("red"))} if hero_item_count("sp_pet_digger")>0 then limits[1] = limits[1] + 1 limits[2] = limits[2] + 1 end Anyone here who can help me with this? |
#2
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#4
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