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- function _M:generateRandarts(base, amount, egos, ilvl, force_themes)
- local total = 0
- local amt = 0
- for i = 1, amount do
- 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)
- local art = game.state:generateRandart{base=o, lev=ilvl, egos=egos, force_themes=force_themes, forbid_power_source=not_ps, force_egos={"regeneration"}}
- art:identify(true)
- if art.wielder.combat_armor then
- total = total + art.wielder.combat_armor
- amt = amt + 1
- end
- game.player:addObject(game.player.INVEN_INVEN, art)
- end
- 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)
- end
- -- game.state:generateRandarts("steel longsword", 20, 3, 30)
- -- game.state:generateRandarts("hardened leather gloves", 20, 3, 30)
- -- game.state:generateRandarts("drakeskin leather armour", 1, 3, 30)
- -- game.state:generateRandarts("rough leather armor, 1, 3, 1)
- -- game.state:generateRandarts("drakeskin leather armour", 20, 3, 60)
- -- game.state:generateRandarts("voratun ring", 20, 3, 60)
- -- game.state:generateRandarts("voratun longsword", 20, 3, 100, {"physical"})
- -- game.state:generateRandarts("voratun amulet", 20, 3, 100, {"physical"})
- -- game.state:generateRandarts("stralite amulet", 500, 3, 35)
- -- game.state:generateRandarts("steel longsword", 20, 3, 30. {"psionic"})
- -- -- game.state:generateRandarts("voratun amulet", 20, 3, 100, {"physical", "defense"})
- -- game.state:generateRandarts("voratun amulet", 20, 3, 100, {"physical", "defense"})
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