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Commit 4dccdb68 authored by dg's avatar dg
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allow dungeon bosses to be of good level

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
parent 75632fce
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with 23 additions and 13 deletions
...@@ -249,9 +249,19 @@ function _M:magicMap(radius, x, y) ...@@ -249,9 +249,19 @@ function _M:magicMap(radius, x, y)
end end end end
end end
function _M:getRankLevelAdjust()
if self.rank == 1 then return -1
elseif self.rank == 2 then return 0
elseif self.rank == 3 then return 1
elseif self.rank == 4 then return 3
elseif self.rank >= 5 then return 4
else return 0
end
end
function _M:TextRank() function _M:TextRank()
local rank, color = "normal", "#ANTIQUE_WHITE#" local rank, color = "normal", "#ANTIQUE_WHITE#"
if self.rank == 1 then rank, color = "critter", "#A09090#" if self.rank == 1 then rank, color = "critter", "#C0C0C0#"
elseif self.rank == 2 then rank, color = "normal", "#ANTIQUE_WHITE#" elseif self.rank == 2 then rank, color = "normal", "#ANTIQUE_WHITE#"
elseif self.rank == 3 then rank, color = "elite", "#YELLOW#" elseif self.rank == 3 then rank, color = "elite", "#YELLOW#"
elseif self.rank == 4 then rank, color = "boss", "#ORANGE#" elseif self.rank == 4 then rank, color = "boss", "#ORANGE#"
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 5, max_level = 5,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, 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, width = 50, height = 50,
all_remembered = true, all_remembered = true,
all_lited = true, all_lited = true,
......
...@@ -35,7 +35,7 @@ newEntity{ define_as = "MINOTAUR_MAZE", ...@@ -35,7 +35,7 @@ newEntity{ define_as = "MINOTAUR_MAZE",
name = "Minotaur of the Labyrinth", name = "Minotaur of the Labyrinth",
display = "H", color=colors.VIOLET, display = "H", color=colors.VIOLET,
desc = [[A fearsome bull-headed monster, he swings a mighty axe as he curses all that defy him.]], desc = [[A fearsome bull-headed monster, he swings a mighty axe as he curses all that defy him.]],
level_range = {12, 18}, exp_worth = 2, level_range = {12, 35}, exp_worth = 2,
max_life = 250, life_rating = 17, fixed_rating = true, max_life = 250, life_rating = 17, fixed_rating = true,
max_stamina = 200, max_stamina = 200,
stats = { str=25, dex=10, cun=8, mag=20, wil=20, con=20 }, stats = { str=25, dex=10, cun=8, mag=20, wil=20, con=20 },
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 7, max_level = 7,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
width = 40, height = 40, width = 40, height = 40,
-- all_remembered = true, -- all_remembered = true,
-- all_lited = true, -- all_lited = true,
......
...@@ -37,7 +37,7 @@ newEntity{ define_as = "OLD_MAN_WILLOW", ...@@ -37,7 +37,7 @@ newEntity{ define_as = "OLD_MAN_WILLOW",
Enormous it looked, its sprawling branches going up like racing arms Enormous it looked, its sprawling branches going up like racing arms
with may long-fingered hands, its knotted and twisted trunk gaping in with may long-fingered hands, its knotted and twisted trunk gaping in
wide fissures that creaked faintly as the boughs moved."]], wide fissures that creaked faintly as the boughs moved."]],
level_range = {12, 18}, exp_worth = 2, level_range = {12, 35}, exp_worth = 2,
max_life = 200, life_rating = 17, fixed_rating = true, max_life = 200, life_rating = 17, fixed_rating = true,
max_stamina = 85, max_stamina = 85,
max_mana = 200, max_mana = 200,
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 7, max_level = 7,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, 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, width = 50, height = 50,
-- all_remembered = true, -- all_remembered = true,
all_lited = true, all_lited = true,
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 7, max_level = 7,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, 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, width = 50, height = 50,
-- all_remembered = true, -- all_remembered = true,
-- all_lited = true, -- all_lited = true,
......
...@@ -29,7 +29,7 @@ newEntity{ define_as = "THE_MASTER", ...@@ -29,7 +29,7 @@ newEntity{ define_as = "THE_MASTER",
name = "The Master", name = "The Master",
display = "V", color=colors.VIOLET, display = "V", color=colors.VIOLET,
desc = [[This elder vampire seems to be in control here and does not seem very happy about you.]], desc = [[This elder vampire seems to be in control here and does not seem very happy about you.]],
level_range = {23, 35}, exp_worth = 2, level_range = {23, 45}, exp_worth = 2,
max_life = 350, life_rating = 19, fixed_rating = true, max_life = 350, life_rating = 19, fixed_rating = true,
max_mana = 145, max_mana = 145,
max_stamina = 145, max_stamina = 145,
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 9, max_level = 9,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, 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, width = 50, height = 50,
-- all_remembered = true, -- all_remembered = true,
-- all_lited = true, -- all_lited = true,
......
...@@ -31,7 +31,7 @@ newEntity{ define_as = "SHADE_OF_ANGMAR", ...@@ -31,7 +31,7 @@ newEntity{ define_as = "SHADE_OF_ANGMAR",
name = "The Shade of Angmar", name = "The Shade of Angmar",
display = "s", color=colors.VIOLET, display = "s", color=colors.VIOLET,
desc = [[This skeleton looks nasty. There is red flames in its empty eye sockets. It wield a nasty sword and towers toward you, throwing spells.]], desc = [[This skeleton looks nasty. There is red flames in its empty eye sockets. It wield a nasty sword and towers toward you, throwing spells.]],
level_range = {7, 10}, exp_worth = 2, level_range = {7, 20}, exp_worth = 2,
max_life = 150, life_rating = 15, fixed_rating = true, max_life = 150, life_rating = 15, fixed_rating = true,
max_mana = 85, max_mana = 85,
max_stamina = 85, max_stamina = 85,
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 5, max_level = 5,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, 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, width = 50, height = 50,
-- all_remembered = true, -- all_remembered = true,
-- all_lited = true, -- all_lited = true,
......
...@@ -36,7 +36,7 @@ newEntity{ define_as = "TROLL_BILL", ...@@ -36,7 +36,7 @@ newEntity{ define_as = "TROLL_BILL",
desc = [[Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom. desc = [[Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom.
He is wielding a small tree trunk and towering toward you. He is wielding a small tree trunk and towering toward you.
He should have turned to stone long ago, how could he still walk?!]], He should have turned to stone long ago, how could he still walk?!]],
level_range = {7, 10}, exp_worth = 2, level_range = {7, 20}, exp_worth = 2,
max_life = 250, life_rating = 17, fixed_rating = true, max_life = 250, life_rating = 17, fixed_rating = true,
max_stamina = 85, max_stamina = 85,
stats = { str=25, dex=10, cun=8, mag=10, con=20 }, stats = { str=25, dex=10, cun=8, mag=10, con=20 },
......
...@@ -23,7 +23,7 @@ return { ...@@ -23,7 +23,7 @@ return {
level_scheme = "player", level_scheme = "player",
max_level = 5, max_level = 5,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + rng.range(-1,2) end, 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, width = 50, height = 50,
-- all_remembered = true, -- all_remembered = true,
all_lited = true, all_lited = true,
......
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