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Forked from tome / Tales of MajEyal
10262 commits behind the upstream repository.
  • dg's avatar
    cd08e807
    Weapons now (mostly) have three stats: damage, maximum accuracy (used in... · cd08e807
    dg authored
    Weapons now (mostly) have three stats: damage, maximum accuracy (used in checkHit()), and critical power (replaces the default 1.5x crit multiplier).
    Item tooltips much easier to read
    Weapon tooltips display useful information, such as how much damage the weapon will actually do. (This needs further improvement, as it doesn't account for percentage damage increases and decreases, such as those imposed by shield wall or offhand penalties)
    Quivers and shot pouches are now non-consumable items, but require reloading using the new 'Reload' talent.
    Shields are much more active and focus on damage mitigation.
    Riposte now works with a Shield's Block talent
    Staff, shield, bow, sling, and ammo egos mostly rewritten.
    Resolver for egos has been changed to centralize default ego value information for ease of balancing.
    Items can now grant talents (passive or active)
    Use talents dialog now displays passive talents, so that item-granted passives show up someplace.
    
    
    
    git-svn-id: http://svn.net-core.org/repos/t-engine4@4842 51575b47-30f0-44d4-a5cc-537603b46e54
    cd08e807
    History
    Weapons now (mostly) have three stats: damage, maximum accuracy (used in...
    dg authored
    Weapons now (mostly) have three stats: damage, maximum accuracy (used in checkHit()), and critical power (replaces the default 1.5x crit multiplier).
    Item tooltips much easier to read
    Weapon tooltips display useful information, such as how much damage the weapon will actually do. (This needs further improvement, as it doesn't account for percentage damage increases and decreases, such as those imposed by shield wall or offhand penalties)
    Quivers and shot pouches are now non-consumable items, but require reloading using the new 'Reload' talent.
    Shields are much more active and focus on damage mitigation.
    Riposte now works with a Shield's Block talent
    Staff, shield, bow, sling, and ammo egos mostly rewritten.
    Resolver for egos has been changed to centralize default ego value information for ease of balancing.
    Items can now grant talents (passive or active)
    Use talents dialog now displays passive talents, so that item-granted passives show up someplace.
    
    
    
    git-svn-id: http://svn.net-core.org/repos/t-engine4@4842 51575b47-30f0-44d4-a5cc-537603b46e54
gauntlets.lua 2.61 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011 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

local Talents = require "engine.interface.ActorTalents"

newEntity{
	define_as = "BASE_GAUNTLETS",
	slot = "HANDS",
	type = "armor", subtype="hands",
	add_name = " (#GLOVES#)",
	display = "[", color=colors.SLATE,
	image = resolvers.image_material("hgloves", "metal"),
	moddable_tile = resolvers.moddable_tile("gauntlets"),
	require = { talent = { Talents.T_ARMOUR_TRAINING }, },
	encumber = 1.5,
	rarity = 9,
	metallic = true,
	wielder = {combat = {physspeed = -0.2}},
	desc = [[Metal gloves protecting the hands up to the middle of the lower arm.]],
	randart_able = { attack=10, physical=10, spell=10, def=40, misc=30 },
	egos = "/data/general/objects/egos/gloves.lua", egos_chance = { prefix=resolvers.mbonus(40, 5), suffix=resolvers.mbonus(40, 5) },
}

newEntity{ base = "BASE_GAUNTLETS",
	name = "iron gauntlets", short_name = "iron",
	level_range = {1, 20},
	cost = 5,
	material_level = 1,
	wielder = {
		combat_armor = 1,
		combat = {
			dam = resolvers.cbonus(4, 10, 1, 2),
			max_acc = resolvers.cbonus(10, 25, 1, 3),
			critical_power = resolvers.cbonus(4, 14, 0.1, 3),
			dammod = {dex=0.1, str=0, cun=0.1 },
		},
	},
}

newEntity{ base = "BASE_GAUNTLETS",
	name = "dwarven-steel gauntlets", short_name = "d.steel",
	level_range = {20, 40},
	cost = 25,
	material_level = 3,
	wielder = {
		combat_armor = 2,
		combat = {
			dam = resolvers.cbonus(16),
			max_acc = resolvers.cbonus(10, 25, 1, 4),
			critical_power = resolvers.cbonus(4, 14, 0.1, 4),
			dammod = {dex=0.2, str=0.1, cun=0.2 },
		},
	},
}

newEntity{ base = "BASE_GAUNTLETS",
	name = "voratun gauntlets", short_name = "voratun",
	level_range = {40, 50},
	cost = 35,
	material_level = 5,
	wielder = {
		combat_armor = 3,
		combat = {
			dam = resolvers.cbonus(40),
			max_acc = resolvers.cbonus(10, 25, 1, 5),
			critical_power = resolvers.cbonus(4, 14, 0.1, 5),
			dammod = {dex=0.4, str=0.3, cun=0.4 },
		},
	},
}