Skip to content
Snippets Groups Projects
Commit ae8d16f8 authored by Chris Davidson's avatar Chris Davidson
Browse files

Add special birth, zone, etc data for automatic zone clearing

parent dc876551
No related branches found
No related tags found
No related merge requests found
......@@ -82,6 +82,12 @@ newBirthDescriptor
resolvers.inscription("INFUSION:_REGENERATION", {cooldown=10, dur=5, heal=100}, 1),
resolvers.inscription("INFUSION:_WILD", {cooldown=14, what={physical=true}, dur=4, power=14}, 2),
resolvers.inscription("INFUSION:_HEALING", {cooldown=12, heal=50}, 3),
resolvers.generic(function(e)
-- Add bonus starting zones to the tier1 list only if the zone they actually started in matches the race/classes
-- This is a hacky way to figure out which class/race start got prioritized
game.state.birth.bonus_zone_tiers = game.state.birth.bonus_zone_tiers or {}
game.state.birth.bonus_zone_tiers[#game.state.birth.bonus_zone_tiers+1] = {name="tier1", condition=function(e) return e.starting_zone == "reknor-escape" end, "reknor-escape", "deep-bellow"}
end),
},
cosmetic_unlock = {
cosmetic_race_dwarf_female_beard = {
......
......@@ -65,6 +65,12 @@ newBirthDescriptor{
resolvers.inscription("RUNE:_SHIELDING", {cooldown=14, dur=5, power=130}, 1),
resolvers.inscription("RUNE:_SHATTER_AFFLICTIONS", {cooldown=18, shield=50}, 2),
resolvers.inscription("RUNE:_BLINK", {cooldown=18, power=10, range=4,}, 3),
resolvers.generic(function(e)
-- Add bonus starting zones to the tier1 list only if the zone they actually started in matches the race/classes
-- This is a hacky way to figure out which class/race start got prioritized
game.state.birth.bonus_zone_tiers = game.state.birth.bonus_zone_tiers or {}
game.state.birth.bonus_zone_tiers[#game.state.birth.bonus_zone_tiers+1] = {name="tier1", condition=function(e) return e.starting_zone == "blighted-ruins" end, "blighted-ruins"}
end)
},
cosmetic_unlock = {
......
......@@ -52,6 +52,12 @@ newBirthDescriptor{
resolvers.inscription("INFUSION:_REGENERATION", {cooldown=10, dur=5, heal=100}, 1),
resolvers.inscription("INFUSION:_WILD", {cooldown=14, what={physical=true}, dur=4, power=14}, 2),
resolvers.inscription("INFUSION:_HEALING", {cooldown=12, heal=50}, 3),
resolvers.generic(function(e)
-- Add bonus starting zones to the tier1 list only if the zone they actually started in matches the race/classes
-- This is a hacky way to figure out which class/race start got prioritized
game.state.birth.bonus_zone_tiers = game.state.birth.bonus_zone_tiers or {}
game.state.birth.bonus_zone_tiers[#game.state.birth.bonus_zone_tiers+1] = {name="tier1", condition=function(e) return e.starting_zone == "town-irkkk" end, "murgol-lair", "ritch-tunnels"}
end),
},
game_state = {
start_tier1_skip = 4,
......
......@@ -89,6 +89,10 @@ newBirthDescriptor{
local x, y = mod.class.Encounter:findSpot(where)
return x, y
end,
zone_tiers = {
{name="tier1", "trollmire", "norgos-lair", "scintillating-caves", "rhaloren-camp", "heart-gloom", "ruins-kor-pul"},
{name="tier2", "sandworm-lair", "maze", "daikara", "halfling-ruins"}
}
},
}
......
......@@ -26,6 +26,7 @@ return {
level_range = {1, 7},
level_scheme = "player",
max_level = 3,
debug_auto_clear_max_level = 4,
decay = {300, 800},
actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
width = 65, height = 40,
......@@ -163,6 +164,7 @@ return {
day_night = true,
tier1 = true,
tier1_escort = 2,
debug_auto_clear_max_level = 4,
persistent = "zone",
ambient_music = "Rainy Day.ogg",
min_material_level = function() return game.state:isAdvanced() and 3 or 1 end,
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment