yayswords wrote:
I could sum up my wishes really easily though. Let's say right now the store randomizes a selection of items with a quality range of 1 to 10, allowing the possibility of everything between absolute trash and a practical Hawk Blade. What if instead the range was 6 to 8?
Right now the store doesn't do that at all. If you found items too powerful, then is a bug
1) define "base quality" and level (but level is the same for all items, so this is just a generic value. Usually I pick a level that can be reached in the current act, or just pick the party level so I'm sure items can be used)
2) randomize, and there are few chances of a +1 quality item
3) now is hard because is the first act. As I said already, in next act I'll have most shop selling Fine items so there won't even be the problem.
the code is:
Code: Select all
if pQuality=="Rusty":
pQuality2=NonUniformRandom([("Rusty",10),("Standard",5),("Fine",1)]).pick()
elif pQuality=="Standard":
pQuality2=NonUniformRandom([("Rusty",5),("Standard",10),("Fine",2)]).pick()
if pQuality=="Fine":
pQuality2=NonUniformRandom([("Rusty",2),("Standard",5),("Fine",10),("Quality",5)]).pick()
if pQuality=="Quality":
pQuality2=NonUniformRandom([("Rusty",1),("Standard",3),("Fine",5),("Quality",10),("Excellent",5)]).pick()
if pQuality=="Excellent":
pQuality2=NonUniformRandom([("Standard",1),("Fine",3),("Quality",5),("Excellent",10),("Masterwork",5),("Rare",1)]).pick()
if pQuality=="Masterwork":
pQuality2=NonUniformRandom([("Fine",1),("Quality",3),("Excellent",5),("Masterwork",10),("Rare",5)]).pick()
if pQuality=="Rare":
pQuality2=NonUniformRandom([("Quality",1),("Excellent",3),("Masterwork",5),("Rare",10)]).pick()
pQuality is the store base quality, pQuality2 is each item quality (is a cycle that picks several items). So for Standard you'll get most time Standard items, 50% less time Rusty items and 2/10 Fine. I could remove the lower quality perhaps, so that store will always have at least the "minimum quality". That I can do