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scale up weapon damage upgrade cost
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@ -514,7 +514,10 @@ function Public.weapon_damage_upgrade_percentage()
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end
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function Public.weapon_damage_upgrade_price()
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return { { name = 'coin', amount = 2000 }, { name = 'steel-plate', amount = 100 } } --NOTE: Should be different to other 'nothing' costs. See the use of this function in shop.lua.
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-- local steel_plate_cost = 100
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local steel_plate_cost = 100 * (1 + 0.1 * (Common.overworldx() / 40))
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return { { name = 'coin', amount = 2000 }, { name = 'steel-plate', amount = steel_plate_cost } } --NOTE: Coin cost should be different to other 'nothing' costs. See the use of this function in shop.lua.
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end
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Public.quest_structures_first_appear_at = 40
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@ -216,7 +216,7 @@ function Public.event_on_market_item_purchased(event)
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end
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else
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if thisPurchaseData.offer_type == 'nothing' then
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local isDamageUpgrade = thisPurchaseData.price[1].amount == Balance.weapon_damage_upgrade_price()[1].amount and thisPurchaseData.price[1].name == Balance.weapon_damage_upgrade_price()[1].name and thisPurchaseData.price[2] and thisPurchaseData.price[2].amount == Balance.weapon_damage_upgrade_price()[2].amount and thisPurchaseData.price[2].name == Balance.weapon_damage_upgrade_price()[2].name
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local isDamageUpgrade = thisPurchaseData.price[1].amount == Balance.weapon_damage_upgrade_price()[1].amount and thisPurchaseData.price[1].name == Balance.weapon_damage_upgrade_price()[1].name
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if isDamageUpgrade then
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Common.notify_force_light(player.force, { 'pirates.market_event_attack_upgrade_purchased', player.name, Balance.weapon_damage_upgrade_percentage() })
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