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Commit bde8b5ba authored by dg's avatar dg
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Random elites of low level ( <12 ) will now have a damage penalty based on...

Random elites of low level ( <12 ) will now have a damage penalty based on their level. Starting at -40% at level 1 to -3% at level 12


git-svn-id: http://svn.net-core.org/repos/t-engine4@5135 51575b47-30f0-44d4-a5cc-537603b46e54
parent 1878f6cc
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......@@ -182,10 +182,12 @@ function _M:event(e)
self.channels[e.channel].users = {}
for _, user in ipairs(info.users) do
self.channels[e.channel].users[user.login] = {
id=user.id,
login=user.login,
name=user.name,
donator=user.donator,
status=user.status,
current_char_data=user.current_char,
current_char=user.current_char and user.current_char.title or "unknown",
module=user.current_char and user.current_char.module or "unknown",
valid=user.current_char and user.current_char.valid and "validate" or "not validated",
......
......@@ -1115,22 +1115,7 @@ function _M:setupCommands()
end end
end end,
[{"_g","ctrl"}] = function() if config.settings.cheat then
savefile_pipe:ignoreSaveToken(true)
local ep = savefile_pipe:doLoad("reaver", "entity", "engine.CharacterBallSave", "reaver")
savefile_pipe:ignoreSaveToken(false)
for a, _ in pairs(ep.members) do
if a.__CLASSNAME == "mod.class.Player" then
mod.class.NPC.castAs(a)
engine.interface.ActorAI.init(a, a)
a.ai = "tactical"
a.ai_state = {talent_in=1}
a.no_drops = true
a.energy.value = 0
a.player = nil
a.faction = "enemies"
game.zone:addEntity(game.level, a, "actor", game.player.x, game.player.y-1)
end
end
self:registerDialog(require("mod.dialogs.DownloadCharball").new())
end end,
[{"_f","ctrl"}] = function() if config.settings.cheat then
self.player.quests["love-melinda"] = nil
......
......@@ -1109,6 +1109,12 @@ function _M:entityFilterPost(zone, level, type, e, filter)
end,
level = filter.random_elite.level or zone:level_adjust_level(level, zone, type),
check_talents_level = true,
post = function(b, data)
if data.level <= 12 then
b.inc_damage = b.inc_damage or {}
b.inc_damage.all = (b.inc_damage.all or 0) - 40 * (12 - data.level + 1) / 12
end
end,
}
e = self:createRandomBoss(e, table.merge(base, filter.random_elite, true))
end
......@@ -1664,6 +1670,9 @@ function _M:createRandomBoss(base, data)
self:resetToFull()
end
-- Anything else
if data.post then data.post(b, data) end
return b, boss_id
end
......
......@@ -18,6 +18,7 @@
-- darkgod@te4.org
newTalentType{ type="technique/horror", name = "horror techniques", hide = true, description = "Physical talents of the various horrors of the world." }
newTalentType{ type="gift/horror", name = "horror wild gifts", hide = true, description = "Wild gifts talents of the various horrors of the world." }
newTalentType{ no_silence=true, is_spell=true, type="spell/horror", name = "horror spells", hide = true, description = "Spell talents of the various horrors of the world." }
newTalentType{ no_silence=true, is_spell=true, type="corruption/horror", name = "horror spells", hide = true, description = "Spell talents of the various horrors of the world." }
newTalentType{ type="other/horror", name = "horror powers", hide = true, description = "Unclassified talents of the various horrors of the world." }
......@@ -162,7 +163,7 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t) * 100
local bleed = t.getBleedDamage(self, t) * 100
return ([[Bites the target for %d%% weapon damage, potentially causing it to bleed for %d%% weapon damage over five turns.
return ([[Bites the target for %d%% weapon damage, potentially causing it to bleed for %d%% weapon damage over five turns.
If the target is affected by the bleed it will send the devourer into a frenzy (which in turn will frenzy nearby devourers).]]):format(damage, bleed)
end,
}
......@@ -276,7 +277,7 @@ newTalent{
info = function(self, t)
local duration = t.getDuration(self, t)
local chance = t.getChance(self, t)
return ([[Brings the target's inner demons to the surface. Each turn for %d turns there's a %d%% chance that one will be summoned.
return ([[Brings the target's inner demons to the surface. Each turn for %d turns there's a %d%% chance that one will be summoned.
If the summoning is resisted the effect will end early.]]):format(duration, chance)
end,
}
......@@ -549,4 +550,3 @@ newTalent{
format(duration, damDesc(self, DamageType.ACID, (damage/2)), damDesc(self, DamageType.BLIGHT, (damage/2)), damDesc(self, DamageType.ACID, (burst)))
end,
}
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