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Feb 22nd, 2017
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  1. function _M:generateRandarts(base, amount, egos, ilvl, force_themes)
  2.     local total = 0
  3.     local amt = 0
  4.     for i = 1, amount do
  5.         local o = game.zone:makeEntity(game.level, "object", {name=base, ignore_material_restriction=true, no_tome_drops=true, ego_filter={keep_egos=true, ego_chance=-1000}}, nil, true)
  6.         local art = game.state:generateRandart{base=o, lev=ilvl, egos=egos, force_themes=force_themes, forbid_power_source=not_ps, force_egos={"regeneration"}}
  7.         art:identify(true)
  8.  
  9.         if art.wielder.combat_armor then
  10.             total = total + art.wielder.combat_armor
  11.             amt = amt + 1
  12.         end
  13.  
  14.         game.player:addObject(game.player.INVEN_INVEN, art)
  15.     end
  16.     game.logPlayer(game.player, "%d items created, %d with armor, average armor across all items #ORCHID#%d#LAST#, average armor across items with armor #ORCHID#%d#LAST#", amount, amt, total / amount, total / amt)
  17.  
  18. end
  19.  
  20. -- game.state:generateRandarts("steel longsword", 20, 3, 30)
  21. -- game.state:generateRandarts("hardened leather gloves", 20, 3, 30)
  22. -- game.state:generateRandarts("drakeskin leather armour", 1, 3, 30)
  23. -- game.state:generateRandarts("rough leather armor, 1, 3, 1)
  24. -- game.state:generateRandarts("drakeskin leather armour", 20, 3, 60)
  25. -- game.state:generateRandarts("voratun ring", 20, 3, 60)
  26. -- game.state:generateRandarts("voratun longsword", 20, 3, 100, {"physical"})
  27. -- game.state:generateRandarts("voratun amulet", 20, 3, 100, {"physical"})
  28. -- game.state:generateRandarts("stralite amulet", 500, 3, 35)
  29. -- game.state:generateRandarts("steel longsword", 20, 3, 30. {"psionic"})
  30.  
  31. -- -- game.state:generateRandarts("voratun amulet", 20, 3, 100, {"physical", "defense"})
  32. -- game.state:generateRandarts("voratun amulet", 20, 3, 100, {"physical", "defense"})
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