v3.2.2: fixed liquid metal saying 33% when it was actually 35%
This commit is contained in:
@@ -2371,7 +2371,7 @@ items.liquidmetal.ac_apply=APPLY
|
||||
items.liquidmetal.prompt=Select a thrown weapon
|
||||
items.liquidmetal.already_fixed=That thrown weapon is already in perfect condition!
|
||||
items.liquidmetal.apply=You use %d liquid metal to repair your thrown weapon.
|
||||
items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 33%.\n\nLiquid metal cannot be used to repair the tips on tipped darts.
|
||||
items.liquidmetal.desc=This magical liquid can fill into the cracks and tears on a thrown weapon, restoring it to perfect condition! If a set of weapons is missing a weapon but otherwise fully repaired, then liquid metal can even be used to replace a missing weapon from the set!\n\nA tier 1 weapon requires 10 liquid metal to be fully repaired, a tier 5 weapon requires 30. Each upgrade also increases the amount of metal needed by 35%.\n\nLiquid metal cannot be used to repair the tips on tipped darts.
|
||||
items.liquidmetal.discover_hint=You can craft this item via alchemy.
|
||||
|
||||
items.lostbackpack.name=lost backpack
|
||||
|
||||
@@ -233,7 +233,7 @@ public class LiquidMetal extends Item {
|
||||
if (m.defaultQuantity() != 3){
|
||||
quantityPerWeapon = 3f / m.defaultQuantity();
|
||||
}
|
||||
quantityPerWeapon *= Math.pow(1.33f, Math.min(5, m.level()));
|
||||
quantityPerWeapon *= Math.pow(1.35f, Math.min(5, m.level()));
|
||||
|
||||
float quantity = m.quantity()-1;
|
||||
quantity += 0.25f + 0.0075f*m.durabilityLeft();
|
||||
|
||||
Reference in New Issue
Block a user