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dg authored
rank now incluences npc level: -1, 0, 1, 3, 4 git-svn-id: http://svn.net-core.org/repos/t-engine4@549 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredrank now incluences npc level: -1, 0, 1, 3, 4 git-svn-id: http://svn.net-core.org/repos/t-engine4@549 51575b47-30f0-44d4-a5cc-537603b46e54
zone.lua 2.00 KiB
-- ToME - Tales of Middle-Earth
-- Copyright (C) 2009, 2010 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 = "Tol Falas",
level_range = {14, 25},
level_scheme = "player",
max_level = 9,
decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
width = 50, height = 50,
-- all_remembered = true,
-- all_lited = true,
persistant = "zone",
ambiant_music = "cirith-ungol.ogg",
generator = {
map = {
class = "engine.generator.map.Roomer",
nb_rooms = 10,
rooms = {"simple", "pilar", {"money_vault",5}},
lite_room_chance = 100,
['.'] = "FLOOR",
['#'] = "WALL",
up = "UP",
down = "DOWN",
door = "DOOR",
},
actor = {
class = "engine.generator.actor.Random",
nb_npc = {20, 30},
guardian = "THE_MASTER",
},
object = {
class = "engine.generator.object.Random",
nb_object = {6, 9},
filters = { {ego_chance = 20} }
},
trap = {
class = "engine.generator.trap.Random",
nb_trap = {6, 9},
},
},
levels =
{
[1] = {
generator = { map = {
up = "UP_WILDERNESS",
}, },
},
},
on_leave = function(lev, old_lev, newzone)
if not newzone then return end
-- Ambushed!
if game.player:isQuestStatus("staff-absorption", engine.Quest.PENDING) then
return 1, "tol-falas-ambush"
end
end,
}