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dg authored
Store levels is not bound to player level anymore, it depends on the number of restocks and the town it is in. So can visit at level 1 without fearing lower items git-svn-id: http://svn.net-core.org/repos/t-engine4@6014 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredStore levels is not bound to player level anymore, it depends on the number of restocks and the town it is in. So can visit at level 1 without fearing lower items git-svn-id: http://svn.net-core.org/repos/t-engine4@6014 51575b47-30f0-44d4-a5cc-537603b46e54
zone.lua 2.00 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011, 2012 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
return {
name = "Zigur",
level_range = {15, 50},
level_scheme = "player",
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
update_base_level_on_enter = true,
max_level = 1,
width = 50, height = 50,
decay = {300, 800, only={object=true}, no_respawn=true},
persistent = "zone",
no_worldport = true,
all_remembered = true,
day_night = true,
all_lited = true,
ambient_music = {"Straight Into Ambush.ogg", "weather/town_large_base.ogg"},
min_material_level = function() return game.state:isAdvanced() and 3 or 2 end,
max_material_level = function() return game.state:isAdvanced() and 4 or 3 end,
store_levels_by_restock = { 20, 35, 45 },
generator = {
map = {
class = "engine.generator.map.Static",
map = "towns/zigur",
},
actor = {
class = "mod.class.generator.actor.Random",
nb_npc = {0, 0},
},
object = {
class = "engine.generator.object.Random",
nb_object = {0, 0},
},
},
post_process = function(level)
game.state:makeAmbientSounds(level, {
town_large={ chance=250, volume_mod=1, pitch=1, random_pos={rad=10}, files={"ambient/town/town_large1","ambient/town/town_large2","ambient/town/town_large3"}},
})
end,
}