Divergent/mods/Lootboxes/gamedata/scripts/sim_lootboxes.script

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2024-03-17 20:18:03 -04:00
-- utils to test lootboxes
create_lootstring = arti_lootboxes.create_lootstring
build_template = arti_lootboxes.build_template
process_template = arti_lootboxes.process_template
str_explode_num = arti_lootboxes.str_explode_num
-- print out a bunch of templates
function generate(section)
templates = util_gen_templates(section)
for k,v in pairs(templates) do
loot_str = process_template(v, section)
printf("Section %s, Iteration %s, template=%s", section, k, create_lootstring(v))
printf("Lootstring=%s",create_lootstring(loot_str))
end
end
-- -- print out a bunch of populated boxes
-- function gen_contents(section)
-- templates = util_gen_templates(section)
-- for k,v in pairs(templates) do
-- loot_str = process_template(v)
-- printf("Section %s, Iteration %s, contents=%s", section, k, create_lootstring(loot_str))
-- end
-- end
function util_gen_templates(box_section)
templates = {}
local loot_sec = SYS_GetParam(0, box_section, "contents")
local min, max = unpack(str_explode_num(SYS_GetParam(0, box_section, "items_range"), ","))
for i=1,20 do
local to_roll = math.random(min, max)
-- bias skews the drop rate for rare stuff up if less items spawn
local bias = 1 + ( 2 * (max - to_roll) / (max - min) )
local tbl = {}
build_template(tbl, loot_sec, to_roll, bias)
templates[i] = tbl
end
return templates
end
function on_game_start()
-- generate("lootbox_1")
-- generate("lootbox_2")
-- generate("lootbox_3")
-- generate("lootbox_4")
-- generate("lootbox_5")
-- generate("lootbox_6")
end