Commit 54b587c81a09a03de3b6d6cd8b5a1493a9f1f02b

Authored by dg
1 parent eeb3375a

plop


git-svn-id: http://svn.net-core.org/repos/t-engine4@6544 51575b47-30f0-44d4-a5cc-537603b46e54
@@ -165,6 +165,7 @@ newBirthDescriptor{ @@ -165,6 +165,7 @@ newBirthDescriptor{
165 "#GOLD#Stat modifiers:", 165 "#GOLD#Stat modifiers:",
166 "#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution", 166 "#LIGHT_BLUE# * +0 Strength, +0 Dexterity, +0 Constitution",
167 "#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning", 167 "#LIGHT_BLUE# * +0 Magic, +5 Willpower, +4 Cunning",
  168 + "#GOLD#Life per level:#LIGHT_BLUE# -3",
168 }, 169 },
169 power_source = {nature=true}, 170 power_source = {nature=true},
170 birth_example_particles = { 171 birth_example_particles = {
@@ -26,7 +26,7 @@ newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/ @@ -26,7 +26,7 @@ newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/
26 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/summon-utility", name = "summoning (utility)", description = "The art of calling versatile creatures to your aid." } 26 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/summon-utility", name = "summoning (utility)", description = "The art of calling versatile creatures to your aid." }
27 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/summon-augmentation", name = "summoning (augmentation)", description = "The art of manipulating the lifespan and location of your summons." } 27 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/summon-augmentation", name = "summoning (augmentation)", description = "The art of manipulating the lifespan and location of your summons." }
28 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/summon-advanced", name = "summoning (advanced)", min_lev = 10, description = "The art of improving the quality of your summons." } 28 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/summon-advanced", name = "summoning (advanced)", min_lev = 10, description = "The art of improving the quality of your summons." }
29 -newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/slime", name = "slime aspect", description = "Through dedicated consumption of slime mold juice, you have gained an affinity with slime molds." } 29 +newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/slime", name = "slime", description = "Through dedicated consumption of slime mold juice, you have gained an affinity with slime molds." }
30 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/fungus", name = "fungus", generic = true, description = "By covering yourself in fungus, you better your healing." } 30 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/fungus", name = "fungus", generic = true, description = "By covering yourself in fungus, you better your healing." }
31 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/sand-drake", name = "sand drake aspect", description = "Take on the defining aspects of a Sand Drake." } 31 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/sand-drake", name = "sand drake aspect", description = "Take on the defining aspects of a Sand Drake." }
32 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/fire-drake", name = "fire drake aspect", description = "Take on the defining aspects of a Fire Drake." } 32 newTalentType{ allow_random=true, is_mind=true, is_nature=true, type="wild-gift/fire-drake", name = "fire drake aspect", description = "Take on the defining aspects of a Fire Drake." }
@@ -60,7 +60,7 @@ return { @@ -60,7 +60,7 @@ return {
60 spawn_chance = 3, 60 spawn_chance = 3,
61 on_turn = function() 61 on_turn = function()
62 if game.turn % 10 ~= 0 then return end 62 if game.turn % 10 ~= 0 then return end
63 - if not rng.percent(game.level.data.spawn_chance) then game.level.data.spawn_chance = game.level.data.spawn_chance + 2 return end 63 + if not rng.percent(game.level.data.spawn_chance) then game.level.data.spawn_chance = game.level.data.spawn_chance + 1 return end
64 64
65 local grids = core.fov.circle_grids(game.player.x, game.player.y, 10, true) 65 local grids = core.fov.circle_grids(game.player.x, game.player.y, 10, true)
66 local gs = {} 66 local gs = {}
@@ -73,13 +73,16 @@ return { @@ -73,13 +73,16 @@ return {
73 73
74 local spot = rng.table(gs) 74 local spot = rng.table(gs)
75 local g = game.zone:makeEntityByName(game.level, "terrain", "SLIME_FLOOR") 75 local g = game.zone:makeEntityByName(game.level, "terrain", "SLIME_FLOOR")
76 - local m = game.zone:makeEntity(game.level, "actor", {}, nil, true) 76 + local filter = {}
  77 + if rng.chance(10) then filter = {random_elite = {power_source = {nature=true, psionic=true, technique=true}}} end
  78 + local m = game.zone:makeEntity(game.level, "actor", filter, nil, true)
77 if g and m then 79 if g and m then
78 m.exp_worth = 0 80 m.exp_worth = 0
79 game.zone:addEntity(game.level, g, "terrain", spot.x, spot.y) 81 game.zone:addEntity(game.level, g, "terrain", spot.x, spot.y)
80 game.zone:addEntity(game.level, m, "actor", spot.x, spot.y) 82 game.zone:addEntity(game.level, m, "actor", spot.x, spot.y)
81 game.nicer_tiles:updateAround(game.level, spot.x, spot.y) 83 game.nicer_tiles:updateAround(game.level, spot.x, spot.y)
82 m:setTarget(game.player) 84 m:setTarget(game.player)
  85 + game.logSeen(m, "#YELLOW_GREEN#One of the wall shakes for a moment and then turns into %s!", m.name:capitalize())
83 end 86 end
84 87
85 game.level.data.spawn_chance = 3 88 game.level.data.spawn_chance = 3
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