diff --git a/game/scripts/interface/letter.rpy b/game/scripts/interface/letter.rpy index 219049eb..3d05201e 100644 --- a/game/scripts/interface/letter.rpy +++ b/game/scripts/interface/letter.rpy @@ -43,9 +43,8 @@ init python: progress_factor = math.log(states.env.day) progress_flat = (states.her.tier + states.cho.tier + states.ton.tier + states.lun.tier) * 16 - # Note: random_gold global var is set at the start of the day and evening - reports_gold = states.paperwork_reports * (int(progress_factor * max(random_gold, progress_flat)) + progress_flat) + reports_gold = states.paperwork_reports * (int(progress_factor * max(states.env.random.randint(8, 40), progress_flat)) + progress_flat) if states.env.difficulty <= 1: # Easy reports_gold = int(reports_gold * 1.2) diff --git a/game/scripts/rooms/main_room/objects/cupboard.rpy b/game/scripts/rooms/main_room/objects/cupboard.rpy index dc62f5c1..7397f803 100644 --- a/game/scripts/rooms/main_room/objects/cupboard.rpy +++ b/game/scripts/rooms/main_room/objects/cupboard.rpy @@ -116,7 +116,7 @@ init python: # Easy # Soft diminishing returns, more rubber banding. Guaranteed item drop. if states.env.gold < int(170 * math.log(states.env.day)) and random_percent <= 56 - dr: - return int(progress_factor * random_gold) + return int(progress_factor * states.env.random.randint(8, 40)) else: filtered_list = [x for x in drop_list if x.owned <= 5] random_item = renpy.random.choice(filtered_list or drop_list) @@ -126,7 +126,7 @@ init python: # Normal # Fair diminishing returns, soft rubber banding. High chance for item drop. (Recommended) if states.env.gold < int(120 * math.log(states.env.day)) and random_percent <= 38 - dr: - return int(progress_factor * random_gold) + return int(progress_factor * states.env.random.randint(8, 40)) else: filtered_list = [x for x in drop_list if x.owned <= 3] random_item = renpy.random.choice(filtered_list or drop_list) @@ -147,7 +147,7 @@ init python: # Hard # Harsh diminishing returns, no rubber banding. Chance for item drop. if states.env.gold < int(90 * math.log(states.env.day)) and random_percent <= 33 - dr: - return int(progress_factor * random_gold) + return int(progress_factor * states.env.random.randint(8, 40)) else: random_item = renpy.random.choice(drop_list)