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Commit 85c2b1cf authored by dg's avatar dg
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Reduced the four Prides to four levels instead of five

Reduced the High Peak to 10 levels


git-svn-id: http://svn.net-core.org/repos/t-engine4@3502 51575b47-30f0-44d4-a5cc-537603b46e54
parent 855181c7
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...@@ -1296,7 +1296,7 @@ function _M:createRandomBoss(base, data) ...@@ -1296,7 +1296,7 @@ function _M:createRandomBoss(base, data)
if data.ai then b.ai = data.ai if data.ai then b.ai = data.ai
else b.ai = (b.rank > 3) and "tactical" or b.ai else b.ai = (b.rank > 3) and "tactical" or b.ai
end end
b.ai_state = { talent_in=1, ai_move="move_astar" } b.ai_state = { talent_in=1, ai_move=data.ai_move or "move_astar" }
-- Remove default equipment, if any -- Remove default equipment, if any
local todel = {} local todel = {}
......
...@@ -38,12 +38,12 @@ defineTile(".", floor) ...@@ -38,12 +38,12 @@ defineTile(".", floor)
defineTile("+", data.sublevel.door) defineTile("+", data.sublevel.door)
defineTile("<", data.up) defineTile("<", data.up)
if level.level == zone.max_level then quickEntity(">", '.') else defineTile(">", data.down, nil, nil, nil, {no_teleport=true}) end if level.level == zone.max_level then quickEntity(">", '.') else defineTile(">", data.down, nil, nil, nil, {no_teleport=true}) end
if level.level == 1 then defineTile("O", floor, nil, {random_filter={type='humanoid', subtype='orc', special=function(e) return e.pride == data.sublevel.pride end, random_boss={nb_classes=1, loot_quality="store", loot_quantity=3, rank=3.5,}}}) if level.level == 1 then defineTile("O", floor, nil, {random_filter={type='humanoid', subtype='orc', special=function(e) return e.pride == data.sublevel.pride end, random_boss={nb_classes=1, loot_quality="store", loot_quantity=3, ai_move="move_dmap", rank=3.5,}}})
else quickEntity('O', 'o') end else quickEntity('O', 'o') end
defineTile(";", floor, nil, nil, nil, {no_teleport=true}) defineTile(";", floor, nil, nil, nil, {no_teleport=true})
defineTile("*", "LEVER_DOOR", nil, nil, nil, nil, {type="lever", subtype="door"}) defineTile("*", "LEVER_DOOR", nil, nil, nil, nil, {type="lever", subtype="door"})
defineTile("&", "LEVER", nil, nil, nil, nil, {type="lever", subtype="lever"}) defineTile("&", "LEVER", nil, nil, nil, nil, {type="lever", subtype="lever"})
defineTile(" ", floor, nil, {entity_mod=function(e) e.make_escort = nil return e end, random_filter={type='humanoid', subtype='orc', special=function(e) return e.pride == data.sublevel.pride end, random_boss={nb_classes=1, loot_quality="store", loot_quantity=1, no_loot_randart=true, rank=3}}}, nil, {no_teleport=true}) defineTile(" ", floor, nil, {entity_mod=function(e) e.make_escort = nil return e end, random_filter={type='humanoid', subtype='orc', special=function(e) return e.pride == data.sublevel.pride end, random_boss={nb_classes=1, loot_quality="store", loot_quantity=1, no_loot_randart=true, ai_move="move_dmap", rank=3}}}, nil, {no_teleport=true})
-- addSpot section -- addSpot section
......
...@@ -21,7 +21,7 @@ return { ...@@ -21,7 +21,7 @@ return {
name = "Gorbat Pride", name = "Gorbat Pride",
level_range = {35, 60}, level_range = {35, 60},
level_scheme = "player", level_scheme = "player",
max_level = 5, max_level = 4,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + 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 = 64, height = 64, width = 64, height = 64,
......
...@@ -27,7 +27,7 @@ return { ...@@ -27,7 +27,7 @@ return {
variable_zone_name = true, variable_zone_name = true,
level_range = {35, 60}, level_range = {35, 60},
level_scheme = "player", level_scheme = "player",
max_level = 10, max_level = 8,
decay = {300, 800}, decay = {300, 800},
-- 10 levels but really only 5, the 5 others are just transitions -- 10 levels but really only 5, the 5 others are just transitions
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + math.floor(level.level / 2) + rng.range(-1,2) end, actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + math.floor(level.level / 2) + rng.range(-1,2) end,
...@@ -66,8 +66,9 @@ return { ...@@ -66,8 +66,9 @@ return {
}, },
post_process = function(level) post_process = function(level)
-- Place a lore note on each level -- Place a lore note on each level
if level.level == 2 or level.level == 4 or level.level == 6 or level.level == 8 or level.level == 10 then if level.level == 2 or level.level == 4 or level.level == 6 or level.level == 8 then
game:placeRandomLoreObject("GARKUL_HISTORY"..(level.level/2)) game:placeRandomLoreObject("GARKUL_HISTORY"..(level.level/2))
if level.level == 8 then game:placeRandomLoreObject("GARKUL_HISTORY5") end
end end
for uid, e in pairs(level.entities) do e.faction = e.hard_faction or "orc-pride" end for uid, e in pairs(level.entities) do e.faction = e.hard_faction or "orc-pride" end
...@@ -94,12 +95,7 @@ return { ...@@ -94,12 +95,7 @@ return {
actor = { nb_npc = {0, 0} }, actor = { nb_npc = {0, 0} },
object = { nb_object = {0, 0} }, object = { nb_object = {0, 0} },
}}, }},
[9] = { generator = { [8] = {
map = { class = "engine.generator.map.Static", map = "zones/prides-middle" },
actor = { nb_npc = {0, 0} },
object = { nb_object = {0, 0} },
}},
[10] = {
generator = { map = { generator = { map = {
down = "SLIME_TUNNELS", down = "SLIME_TUNNELS",
force_last_stair = true, force_last_stair = true,
......
...@@ -192,7 +192,7 @@ newEntity{ ...@@ -192,7 +192,7 @@ newEntity{
nothing = true, nothing = true,
message = "#VIOLET#You enter the swirling portal and appear in a large room with other portals and the two wizards.", message = "#VIOLET#You enter the swirling portal and appear in a large room with other portals and the two wizards.",
on_use = function() on_use = function()
game:changeLevel(16) -- Special level, can not get to it any other way game:changeLevel(11) -- Special level, can not get to it any other way
if game.player:hasQuest("high-peak"):isCompleted("sanctum-chat") then return end if game.player:hasQuest("high-peak"):isCompleted("sanctum-chat") then return end
local Chat = require "engine.Chat" local Chat = require "engine.Chat"
local chat = Chat.new("sorcerer-fight", {name="Elandar"}, game.player) local chat = Chat.new("sorcerer-fight", {name="Elandar"}, game.player)
......
...@@ -20,12 +20,12 @@ ...@@ -20,12 +20,12 @@
return { return {
name = "High Peak", name = "High Peak",
display_name = function(x, y) display_name = function(x, y)
if game.level.level == 16 then return "High Peak: The Sanctum" end if game.level.level == 11 then return "High Peak: The Sanctum" end
return "High Peak ("..game.level.level..")" return "High Peak ("..game.level.level..")"
end, end,
level_range = {55, 80}, level_range = {55, 80},
level_scheme = "player", level_scheme = "player",
max_level = 15, max_level = 10,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + 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 = 75, width = 50, height = 75,
...@@ -77,7 +77,7 @@ return { ...@@ -77,7 +77,7 @@ return {
for uid, e in pairs(level.entities) do e.faction = e.hard_faction or "sorcerers" end for uid, e in pairs(level.entities) do e.faction = e.hard_faction or "sorcerers" end
-- if we failed at charred scar (or did not do it at all) the gate of morning is destroyed and Aeryn turned to the service of the sorcerers -- if we failed at charred scar (or did not do it at all) the gate of morning is destroyed and Aeryn turned to the service of the sorcerers
if level.level == 15 then if level.level == 10 then
local mtdm = game.player:hasQuest("charred-scar") local mtdm = game.player:hasQuest("charred-scar")
if not mtdm or mtdm:isCompleted("not-stopped") then if not mtdm or mtdm:isCompleted("not-stopped") then
game.player:hasQuest("high-peak"):failed_charred_scar(level) game.player:hasQuest("high-peak"):failed_charred_scar(level)
...@@ -90,7 +90,7 @@ return { ...@@ -90,7 +90,7 @@ return {
end, end,
levels = levels =
{ {
[15] = { [10] = {
generator = { generator = {
map = { map = {
down = "PORTAL_BOSS", down = "PORTAL_BOSS",
...@@ -98,7 +98,7 @@ return { ...@@ -98,7 +98,7 @@ return {
} }
} }
}, },
[16] = { [11] = {
generator = { generator = {
map = { map = {
class = "engine.generator.map.Static", class = "engine.generator.map.Static",
......
...@@ -21,7 +21,7 @@ return { ...@@ -21,7 +21,7 @@ return {
name = "Rak'shor Pride", name = "Rak'shor Pride",
level_range = {30, 60}, level_range = {30, 60},
level_scheme = "player", level_scheme = "player",
max_level = 5, max_level = 4,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + 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 = 64, height = 64, width = 64, height = 64,
...@@ -78,7 +78,7 @@ return { ...@@ -78,7 +78,7 @@ return {
up = "SAND_UP_WILDERNESS", up = "SAND_UP_WILDERNESS",
}, }, }, },
}, },
[5] = { [4] = {
generator = { map = { generator = { map = {
down = "SAND_UP_WILDERNESS", down = "SAND_UP_WILDERNESS",
}, }, }, },
......
...@@ -21,7 +21,7 @@ return { ...@@ -21,7 +21,7 @@ return {
name = "Vor Pride", name = "Vor Pride",
level_range = {35, 60}, level_range = {35, 60},
level_scheme = "player", level_scheme = "player",
max_level = 5, max_level = 4,
decay = {300, 800}, decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + 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 = 64, height = 64, width = 64, height = 64,
...@@ -70,7 +70,7 @@ return { ...@@ -70,7 +70,7 @@ return {
}, },
post_process = function(level) post_process = function(level)
-- Place a lore note on each level -- Place a lore note on each level
game:placeRandomLoreObject("ORC_HISTORY"..level.level) game:placeRandomLoreObjectScale("ORC_HISTORY", 5, level.level)
for uid, e in pairs(level.entities) do e.faction = e.hard_faction or "orc-pride" end for uid, e in pairs(level.entities) do e.faction = e.hard_faction or "orc-pride" end
end, end,
...@@ -81,7 +81,7 @@ return { ...@@ -81,7 +81,7 @@ return {
up = "FLAT_UP_WILDERNESS", up = "FLAT_UP_WILDERNESS",
}, }, }, },
}, },
[5] = { [4] = {
generator = { map = { generator = { map = {
down = "FLAT_UP_WILDERNESS", down = "FLAT_UP_WILDERNESS",
}, }, }, },
......
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