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Jul 22nd, 2014
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  1. --- Generate randarts for this state with optional parameters:
  2. -- data.base = base object to add powers to (base.randart_able must be defined) <random object>
  3. -- data.base_filter = filter passed to makeEntity when making base object
  4. -- data.lev = character level to generate for (affects point budget, #themes and #powers) <12-50>
  5. -- data.power_points_factor = lev based power points multiplier <1>
  6. -- data.nb_points_add = #extra budget points to spend on random powers <0>
  7. -- data.powers_special = function(p) that must return true on each random power to add (from base.randart_able)
  8. -- data.nb_themes = #power themes (power groups) for random powers to use <scales to 5 with lev>
  9. -- data.force_themes = additional power theme(s) to use for random powers = {"attack", "arcane", ...}
  10. -- data.egos = total #egos to include (forced + random) <3>
  11. -- data.greater_egos_bias = #egos that should be greater egos <2/3 * data.egos>
  12. -- data.force_egos = list of egos ("egoname1", "egoname2", ...) to add first (overrides restrictions)
  13. -- data.ego_special = function(e) on ego table that must return true for allowed egos
  14. -- data.forbid_power_source = disallowed power type(s) for egos
  15. -- eg:{arcane = true, psionic = true, technique = true, nature = true, antimagic = true}
  16. -- note some objects always have a power source by default (i.e. wands are always arcane powered)
  17. -- data.power_source = allowed power type(s) <all allowed> if specified, only egos matching at least one of the power types will be added. themes (random or forced) can add allowed power_sources
  18. -- data.namescheme = parameters to be passed to the NameGenerator <local randart_name_rules table>
  19. -- data.add_pool if true, adds the randart to the world artifact pool <nil>
  20. -- data.post = function(o) to be applied to the randart after all egos and powers have been added and resolved
  21. function _M:generateRandart(data)
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