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Commit 17d7a4ab authored by dg's avatar dg
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mouahaha

git-svn-id: http://svn.net-core.org/repos/t-engine4@6650 51575b47-30f0-44d4-a5cc-537603b46e54
parent 375f58ae
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......@@ -36,7 +36,11 @@ desc = function(self, who)
desc[#desc+1] = "#SLATE#* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!#WHITE#"
end
if self:isCompleted("maze") then
desc[#desc+1] = "#LIGHT_GREEN#* You have explored the Maze and vanquished the Minotaur.#WHITE#"
if self:isCompleted("maze-horror") then
desc[#desc+1] = "#LIGHT_GREEN#* You have explored the Maze and vanquished the Horned Horror.#WHITE#"
else
desc[#desc+1] = "#LIGHT_GREEN#* You have explored the Maze and vanquished the Minotaur.#WHITE#"
end
else
desc[#desc+1] = "#SLATE#* You must explore the Maze and find out what lurks there and what treasures are to be gained!#WHITE#"
end
......
......@@ -43,6 +43,57 @@ end
local Talents = require("engine.interface.ActorTalents")
-- The boss of the maze, no "rarity" field means it will not be randomly generated
newEntity{ define_as = "HORNED_HORROR",
allow_infinite_dungeon = true,
type = "horror", subtype = "corrupted", unique = true,
name = "Horned Horror",
display = "h", color=colors.VIOLET,
resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/giant_minotaur_minotaur_of_the_labyrinth.png", display_h=2, display_y=-1}}},
desc = [[A fearsome bull-headed monster, he swings a mighty axe as he curses all that defy him.]],
killer_message = "and revived as a mindless horror",
level_range = {12, nil}, exp_worth = 2,
max_life = 250, life_rating = 17, fixed_rating = true,
stats = { str=20, dex=20, cun=20, mag=10, wil=10, con=20 },
rank = 4,
size_category = 4,
infravision = 10,
move_others=true,
instakill_immune = 1,
blind_immune = 1,
no_breath = 1,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, HEAD=1, },
resolvers.equip{
{type="armor", subtype="hands", force_drop=true, tome_drops="boss", autoreq=true},
},
resolvers.drops{chance=100, nb=5, {tome_drops="boss"} },
combat_mindpower = 20,
resolvers.talents{
[Talents.T_ARMOUR_TRAINING]={base=3, every=9, max=4},
[Talents.T_UNARMED_MASTERY]={base=2, every=6, max=5},
[Talents.T_UPPERCUT]={base=2, every=6, max=5},
[Talents.T_DOUBLE_STRIKE]={base=2, every=6, max=5},
[Talents.T_SPINNING_BACKHAND]={base=1, every=6, max=5},
[Talents.T_FLURRY_OF_FISTS]={base=1, every=6, max=5},
[Talents.T_VITALITY]={base=2, every=6, max=5},
[Talents.T_TENTACLE_GRAB]={base=1, every=6, max=5},
},
autolevel = "warrior",
ai = "tactical", ai_state = { talent_in=1, ai_move="move_astar", },
ai_tactic = resolvers.tactic"melee",
resolvers.inscriptions(2, {"invisibility rune", "lightning rune"}),
on_die = function(self, who)
game.state:activateBackupGuardian("NIMISIL", 2, 40, "Have you hard about the patrol that disappeared in the maze in the west?")
game.player:resolveSource():grantQuest("starter-zones")
game.player:resolveSource():setQuestStatus("starter-zones", engine.Quest.COMPLETED, "maze")
game.player:resolveSource():setQuestStatus("starter-zones", engine.Quest.COMPLETED, "maze-horror")
end,
}
-- The boss of the maze, no "rarity" field means it will not be randomly generated
newEntity{ define_as = "MINOTAUR_MAZE",
allow_infinite_dungeon = true,
......
......@@ -82,6 +82,7 @@ return {
end)
if level.level < 4 then spots[#spots+1] = {x=x,y=y} end
level.default_down = {x=x,y=y}
end
for _, spot in ipairs(spots) do
local x, y = spot.x, spot.y
......
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