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with loot fixed?
To fix it there is need to run item.drop_chnace = item.base_drop_chnace. This also makes ot compatiable with drop chnace/drop evertyhing mods.
Item is the variable returned by the funcion that placed the item in a unit.
For example
UndefineClass("ToxicGasGrenade")
DefineClass.ToxicGasGrenade = {
__parents = {"Grenade"},
__generated_by_class = "InventoryItemCompositeDef",
object_class = "Grenade",
https://github.com/THQNordic/JaggedAlliance3Modding/blob/main/Lua/Inventory.lua#L1973-L2000
1. The curves for armor wear rate (armorrate) at 0.3 and 0.6 do not have any particular reason. It's simply because there are a total of 3 pieces of armor, so using 3 as the denominator for calculation is more intuitive.
2. You can modify this number as needed, but exceeding 1.0 will have no effect because this number represents a percentage—0.3 = 30%, 1.0 = 100%. Therefore, if you want the enemies to be fully armored, simply use 1.0.
3. The reason for using "OnMsg.CombatStart" is that during my usage, I wanted to see changes in enemy armor. If your goal is different from mine, you can call it in the "OnMsg.ExplorationStart" event.
4. The reason for not using "OnMsg.UnitCreated" is the same as point 3.
This mod is using OnMsg.UnitCreated
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3072131995
Can you tell me more about how the scaling works? Why it jumps 0.3,0.6,0.9 but not 0.1? DO you know what would happen if I would put higher numbers (e.g 4,5 or 1.5 etc)?
I am looking for ways to make enemies a little stronger without rewriting entire game.
[code]
local levelBasedTier = {1,1,1,2,2,2,3,3,3,3}
local levelBasedCompRate = {0.3,0.3,0.3,0.6,0.6,0.6,0.6,0.9,0.9,1.0}
local levelBasedArmorRate = {0.3,0.3,0.3,0.6,0.6,0.6,0.6,0.9,0.9,1.0}
[/code]