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more materials/substances to check for
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bmos committed Jul 26, 2020
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44 changes: 44 additions & 0 deletions campaign/scripts/item__generatehhd.lua
Expand Up @@ -7,6 +7,7 @@ function onInit()
end

local function provideValues(tSubstances, tSizeMult)
-- substances from Damaging Items list
tSubstances['glass'] = { ['nHardness'] = 1, ['nHpIn'] = 1 }
tSubstances['paper'] = { ['nHardness'] = 0, ['nHpIn'] = 2 }
tSubstances['cloth'] = { ['nHardness'] = 0, ['nHpIn'] = 2 }
Expand All @@ -21,6 +22,49 @@ local function provideValues(tSubstances, tSizeMult)
tSubstances['mithral'] = { ['nHardness'] = 15, ['nHpIn'] = 30 }
tSubstances['adamantine'] = { ['nHardness'] = 20, ['nHpIn'] = 40 }

-- materials from Special Materials list
tSubstances['abysium'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['angelskin'] = { ['nHardness'] = 5, ['nHpIn'] = 5 }
tSubstances['aszite'] = { ['nHardness'] = 15, ['nHpIn'] = 20 }
tSubstances['magic bridge basalt'] = { ['nHardness'] = 10, ['nHpIn'] = 30 } -- not sure about this hp per in figure
tSubstances['blight quartz'] = { ['nHardness'] = 10, ['nHpIn'] = 10 }
tSubstances['bone'] = { ['nHardness'] = 5, ['nHpIn'] = 12 } -- I made up this nHpIn
-- tSubstances['bronze'] = { ['nHardness'] = 9, ['nHpIn'] = 10 } -- bronze armor has hardness 9 and bronze weapons use the same hardness as their base weapon
tSubstances['chitin'] = { ['nHardness'] = 5, ['nHpIn'] = 12 } -- I made these up based on bone
tSubstances['coral'] = { ['nHardness'] = 5, ['nHpIn'] = 12 } -- I made these up based on bone
tSubstances['cryptstone'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['blood crystal'] = { ['nHardness'] = 10, ['nHpIn'] = 10 }
tSubstances['darkleaf cloth'] = { ['nHardness'] = 10, ['nHpIn'] = 20 }
tSubstances['darkwood'] = { ['nHardness'] = 5, ['nHpIn'] = 10 }
tSubstances['dragonhide'] = { ['nHardness'] = 10, ['nHpIn'] = 10 } -- hide of a dragon is typically between 1/2 inch and 1 inch thick
tSubstances['druchite'] = { ['nHardness'] = 10, ['nHpIn'] = 40 }
tSubstances['eel hide'] = { ['nHardness'] = 2, ['nHpIn'] = 5 }
tSubstances['elysian bronze'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['gold'] = { ['nHardness'] = 5, ['nHpIn'] = 10 } -- I made up this nHpIn
tSubstances['greenwood'] = { ['nHardness'] = 5, ['nHpIn'] = 10 }
tSubstances['griffon mane'] = { ['nHardness'] = 1, ['nHpIn'] = 2 }
tSubstances['horacalcum'] = { ['nHardness'] = 15, ['nHpIn'] = 30 }
tSubstances['inubrix'] = { ['nHardness'] = 5, ['nHpIn'] = 10 }
tSubstances['cold iron'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['mindglass'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['noqual'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
-- tSubstances['obsidian'] = { ['nHardness'] = 10, ['nHpIn'] = 30 } -- obsidian weapons have half the hardness of their base weapon
tSubstances['siccatite'] = { ['nHardness'] = 10, ['nHpIn'] = 30 } -- I made these up based on iron/steel
tSubstances['alchemical silver'] = { ['nHardness'] = 8, ['nHpIn'] = 10 } -- I made these up based on iron/steel
tSubstances['silver'] = { ['nHardness'] = 8, ['nHpIn'] = 10 } -- This is a workaround because nobody says "alchemical silver" in their weapon names
tSubstances['silversheen'] = { ['nHardness'] = 8, ['nHpIn'] = 10 }
tSubstances['glaucite'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['spiresteel'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['living steel'] = { ['nHardness'] = 15, ['nHpIn'] = 35 }
tSubstances['singing steel'] = { ['nHardness'] = 10, ['nHpIn'] = 20 }
tSubstances['sunsilver'] = { ['nHardness'] = 8, ['nHpIn'] = 10 }
-- tSubstances['viridium'] = { ['nHardness'] = 8, ['nHpIn'] = 10 } -- viridium weapons have half the hardness of their base weapon
tSubstances['voidglass'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['whipwood'] = { ['nHardness'] = 8, ['nHpIn'] = 10 }
tSubstances['voidglass'] = { ['nHardness'] = 10, ['nHpIn'] = 30 }
tSubstances['wyroot'] = { ['nHardness'] = 5, ['nHpIn'] = 10 }

-- hitpoint multipliers for each size category
tSizeMult['colossal'] = 16
tSizeMult['gargantuan'] = 8
tSizeMult['huge'] = 4
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