--[[ Modified by Faustle (2018) ]]-- local strong_monster = { 'boar', 'chimera', 'gigant' } local knifes = { wpn_knife = 0.04, wpn_knife2 = 0.03, wpn_knife3 = 0.02, wpn_knife4 = 0.015, wpn_knife5 = 0.01, wpn_knife6 = 0.01, wpn_knife7 = 0.01, wpn_knife8 = 0.01, wpn_knife9 = 0.01, wpn_axe = 0.01, wpn_axe2 = 0.01, wpn_axe3 = 0.01, } function is_equipped() if (db.actor) then local obj = db.actor:active_item() if (obj) then local sec = obj:section() return knifes[sec] end end return false end function get_condition() local cond = 1 if (is_equipped()) then local obj = db.actor:active_item() return obj:condition() end end function can_loot(monster) if not (monster) then return end if (db.actor) then local obj = db.actor:active_item() if obj then local wpn = obj:section() for _,k in ipairs(strong_monster) do if monster:match(k) then if wpn:match('wpn_knife$') or wpn:match('wpn_knife2$') then return false end end end else return end end return true end function degradate() local num = 0 local obj = db.actor:active_item() if obj then local cond = obj:condition() local wpn = obj:section() if knifes[wpn] then num = knifes[wpn] end if (cond > num) then obj:set_condition(cond-num/4) else obj:set_condition(0.01) end else return end end function is_axe() if (db.actor:active_slot() == 2 or db.actor:active_slot() == 3) then local wpn = db.actor:active_item() if wpn then if wpn:section():match('axe') then return true end end end end