This commit is contained in:
2025-01-09 23:44:35 +09:00
parent 10bf61247c
commit f94e9bf17d

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@@ -369,42 +369,34 @@ local function handle_input_interfaces()
there are no quality support currently. there are no quality support currently.
so instead, using the stats projection value for higher quality. so instead, using the stats projection value for higher quality.
]] ]]
if v.quality.level > 1 and v.count >= 10 then local count_deduct
local batch_to_convert = math.floor(v.count / 10) local count_add
local count_projection = batch_to_convert * (7 + (v.quality.level * 3))
if v.quality.level == 1 then
count_deduct = v.count
count_add = v.count
elseif v.quality.level > 1 and v.count >= 10 then
count_deduct = math.floor(v.count / 10)
count_add = count_deduct * (7 + (v.quality.level * 3))
end
if count_deduct and count_add then
if config.allowed_items[name].modded then if config.allowed_items[name].modded then
if config.modded_auto_downgrade then if config.modded_auto_downgrade then
vlayer.insert_item(config.modded_items[name].base_game_equivalent, count_projection * config.modded_items[name].multiplier) vlayer.insert_item(config.modded_items[name].base_game_equivalent, count_add * config.modded_items[name].multiplier)
else else
vlayer.insert_item(name, count_projection) vlayer.insert_item(name, count_add)
end end
else else
if vlayer_data.storage.power_items[name] then if vlayer_data.storage.power_items[name] then
vlayer_data.storage.power_items[name].count = vlayer_data.storage.power_items[name].count + count_projection vlayer_data.storage.power_items[name].count = vlayer_data.storage.power_items[name].count + count_add
else else
vlayer.insert_item(name, count_projection) vlayer.insert_item(name, count_add)
end end
end end
inventory.remove{ name = name, count = batch_to_convert * 10, quality = v.quality } inventory.remove{ name = name, count = count_deduct, quality = v.quality }
elseif v.quality.level == 1 then
if config.allowed_items[name].modded then
if config.modded_auto_downgrade then
vlayer.insert_item(config.modded_items[name].base_game_equivalent, v.count * config.modded_items[name].multiplier)
else
vlayer.insert_item(name, v.count)
end
else
if vlayer_data.storage.power_items[name] then
vlayer_data.storage.power_items[name].count = vlayer_data.storage.power_items[name].count + v.count
else
vlayer.insert_item(name, v.count)
end
end
inventory.remove{ name = name, count = v.count, quality = v.quality }
end end
end end
end end