diff --git a/game/modules/tome/data/chats/mage-apprentice-quest.lua b/game/modules/tome/data/chats/mage-apprentice-quest.lua index f5ea4825b9ec7ce8f5e75a372ccbf6a14ccdb8d3..daf9e9cdaafeac5c78019c5f5db55b3af4e51336 100644 --- a/game/modules/tome/data/chats/mage-apprentice-quest.lua +++ b/game/modules/tome/data/chats/mage-apprentice-quest.lua @@ -28,9 +28,9 @@ Good day to you, fellow traveler!]], action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff(npc, player, dialog) end }, {"I found this staff; it looks powerful. Maybe it would be enough?", - jump="angmar_fall", - cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):can_offer_angmar(player) end, - action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff_angmar(player, dialog) end + jump="kor_fall", + cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):can_offer_kor(player) end, + action=function(npc, player, dialog) player:hasQuest("mage-apprentice"):collect_staff_kor(player, dialog) end }, -- Reward for non-mages: access to Angolwen {"So you have enough magical items now?", @@ -80,7 +80,7 @@ In any case, I must collect 15 magic staves, rings or amulets and I have yet to } } -newChat{ id="angmar_fall", +newChat{ id="kor_fall", text = [[Let me examine it. Oh yes, my friend, this is indeed a powerful staff! I think that it alone should suffice to complete my quest! Many thanks!]], answers = { diff --git a/game/modules/tome/data/maps/zones/ruins-kor-pul-last.lua b/game/modules/tome/data/maps/zones/ruins-kor-pul-last.lua index 51dc8439b2623966649242e4a490c7311431767e..21c6b7e5ad195dbd42a95a50b19c6768cc7d5cf4 100644 --- a/game/modules/tome/data/maps/zones/ruins-kor-pul-last.lua +++ b/game/modules/tome/data/maps/zones/ruins-kor-pul-last.lua @@ -20,7 +20,7 @@ defineTile('.', "FLOOR") defineTile('#', "WALL") defineTile('+', "DOOR") -defineTile('s', "FLOOR", nil, "SHADE_OF_ANGMAR") +defineTile('s', "FLOOR", nil, "SHADE") subGenerator{ x = 0, y = 0, w = 50, h = 43, diff --git a/game/modules/tome/data/quests/mage-apprentice.lua b/game/modules/tome/data/quests/mage-apprentice.lua index e62c01fbb04722fa1df3e52a7972b701dafb2d81..5cf39ca185f59cc441ff840deee6b50693ce3feb 100644 --- a/game/modules/tome/data/quests/mage-apprentice.lua +++ b/game/modules/tome/data/quests/mage-apprentice.lua @@ -43,7 +43,7 @@ end collect_staff = function(self, npc, who, dialog) who:showEquipInven("Offer which item?", - function(o) return (o.type == "weapon" and o.subtype == "staff" and (not o.define_as or o.define_as ~= "STAFF_ANGMAR")) or (o.type == "jewelry" and o.subtype == "ring") or (o.type == "jewelry" and o.subtype == "amulet") end, + function(o) return (o.type == "weapon" and o.subtype == "staff" and (not o.define_as or o.define_as ~= "STAFF_KOR")) or (o.type == "jewelry" and o.subtype == "ring") or (o.type == "jewelry" and o.subtype == "amulet") end, function(o, inven, item) -- Special handling for the staff of absorption if o.define_as and o.define_as == "STAFF_ABSORPTION" then @@ -70,14 +70,14 @@ can_offer = function(self, who) for inven_id, inven in pairs(who.inven) do for item, o in ipairs(inven) do - if (o.type == "weapon" and o.subtype == "staff" and (not o.define_as or o.define_as ~= "STAFF_ANGMAR")) or (o.type == "jewelry" and o.subtype == "ring") or (o.type == "jewelry" and o.subtype == "amulet") then return true end + if (o.type == "weapon" and o.subtype == "staff" and (not o.define_as or o.define_as ~= "STAFF_KOR")) or (o.type == "jewelry" and o.subtype == "ring") or (o.type == "jewelry" and o.subtype == "amulet") then return true end end end end -collect_staff_angmar = function(self, who, dialog) +collect_staff_kor = function(self, who, dialog) who:showEquipInven("Offer which item?", - function(o) return o.type == "weapon" and o.subtype == "staff" and o.define_as == "STAFF_ANGMAR" end, + function(o) return o.type == "weapon" and o.subtype == "staff" and o.define_as == "STAFF_KOR" end, function(o, inven, item) self.nb_collect = self.nb_collect + 15 if self.nb_collect >= 15 then who:setQuestStatus(self, self.COMPLETED) end @@ -90,14 +90,14 @@ collect_staff_angmar = function(self, who, dialog) ) end -can_offer_angmar = function(self, who) +can_offer_kor = function(self, who) if self.nb_collect >= 15 then return end -- Only works after mages are unlocked -- if not profile.mod.allow_build.mage then return end for inven_id, inven in pairs(who.inven) do for item, o in ipairs(inven) do - if o.type == "weapon" and o.subtype == "staff" and o.define_as == "STAFF_ANGMAR" then return true end + if o.type == "weapon" and o.subtype == "staff" and o.define_as == "STAFF_KOR" then return true end end end end diff --git a/game/modules/tome/data/zones/illusory-castle/objects.lua b/game/modules/tome/data/zones/illusory-castle/objects.lua index c973437d72da407f81a74687763a7ddc984deaa3..65f98bf33c61178bc90f13bd340df44d5a495abe 100644 --- a/game/modules/tome/data/zones/illusory-castle/objects.lua +++ b/game/modules/tome/data/zones/illusory-castle/objects.lua @@ -18,23 +18,3 @@ -- darkgod@te4.org load("/data/general/objects/objects-far-east.lua") - --- Artifact, droped (and used!) by the Shade of Angmar -newEntity{ base = "BASE_STAFF", - define_as = "STAFF_ANGMAR", rarity=false, - name = "Angmar's Fall", unique=true, - desc = [[Made from the bones of of many creatures this staff glows with power. You can feel its evilness as you touch it.]], - require = { stat = { mag=25 }, }, - cost = 5, - combat = { - dam = 10, - apr = 0, - physcrit = 1.5, - dammod = {mag=1.1}, - }, - wielder = { - see_invisible = 2, - combat_spellpower = 15, - combat_spellcrit = 8, - }, -} diff --git a/game/modules/tome/data/zones/illusory-castle/zone.lua b/game/modules/tome/data/zones/illusory-castle/zone.lua index 397a6b34885f634e628accd708d22c3f86d8f1a3..b457b3d0d4bd4e0bc43952bb0bb42765d527d1ca 100644 --- a/game/modules/tome/data/zones/illusory-castle/zone.lua +++ b/game/modules/tome/data/zones/illusory-castle/zone.lua @@ -47,7 +47,6 @@ return { class = "engine.generator.actor.Random", -- nb_npc = {20*5, 20*5}, nb_npc = {0, 0}, --- guardian = "SHADE_OF_ANGMAR", -- The gardian is set in the static map }, object = { class = "engine.generator.object.Random", diff --git a/game/modules/tome/data/zones/ruins-kor-pul/npcs.lua b/game/modules/tome/data/zones/ruins-kor-pul/npcs.lua index fcd914604d21be9a1ce8a0ecea1352fdf3aefaec..626239a59ddb54f655253d62a69dd0bff105a6a3 100644 --- a/game/modules/tome/data/zones/ruins-kor-pul/npcs.lua +++ b/game/modules/tome/data/zones/ruins-kor-pul/npcs.lua @@ -28,9 +28,9 @@ load("/data/general/npcs/all.lua", rarity(4, 35)) local Talents = require("engine.interface.ActorTalents") -- The boss of Amon Sul, no "rarity" field means it will not be randomly generated -newEntity{ define_as = "SHADE_OF_ANGMAR", +newEntity{ define_as = "SHADE", type = "undead", subtype = "skeleton", unique = true, - name = "The Shade of Angmar", + name = "The Shade", display = "s", color=colors.VIOLET, shader = "unique_glow", 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.]], @@ -48,7 +48,7 @@ newEntity{ define_as = "SHADE_OF_ANGMAR", move_others=true, body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 }, - equipment = resolvers.equip{ {type="weapon", subtype="staff", defined="STAFF_ANGMAR", autoreq=true}, {type="armor", subtype="light", autoreq=true}, }, + equipment = resolvers.equip{ {type="weapon", subtype="staff", defined="STAFF_KOR", autoreq=true}, {type="armor", subtype="light", autoreq=true}, }, drops = resolvers.drops{chance=100, nb=3, {ego_chance=100} }, resolvers.talents{ @@ -60,15 +60,15 @@ newEntity{ define_as = "SHADE_OF_ANGMAR", ai = "dumb_talented_simple", ai_state = { talent_in=4, ai_move="move_astar" }, on_die = function(self, who) - game.state:activateBackupGuardian("ANGMAR_FURY", 5, 35, ".. yes I tell you! The old ruins opf Kor'Pul are still haunted!") + game.state:activateBackupGuardian("KOR_FURY", 5, 35, ".. yes I tell you! The old ruins opf Kor'Pul are still haunted!") game.player:resolveSource():setQuestStatus("start-dunadan", engine.Quest.COMPLETED, "kor-pul") end, } -- The boss of Amon Sul, no "rarity" field means it will not be randomly generated -newEntity{ define_as = "ANGMAR_FURY", +newEntity{ define_as = "KOR_FURY", type = "undead", subtype = "ghost", unique = true, - name = "Angmar's Fury", + name = "Kor's Fury", display = "G", color=colors.VIOLET, desc = [[The shade's colossal will keeps it anchored to this world, now as a vengeful, insane spirit.]], level_range = {38, nil}, exp_worth = 3, diff --git a/game/modules/tome/data/zones/ruins-kor-pul/objects.lua b/game/modules/tome/data/zones/ruins-kor-pul/objects.lua index f93ee8fdd8936bb2492bc28a4d69f7503b3226ea..011289877f3618baa993fc3af35f44607c3cfb7f 100644 --- a/game/modules/tome/data/zones/ruins-kor-pul/objects.lua +++ b/game/modules/tome/data/zones/ruins-kor-pul/objects.lua @@ -19,10 +19,10 @@ load("/data/general/objects/objects.lua") --- Artifact, droped (and used!) by the Shade of Angmar +-- Artifact, droped (and used!) by the Shade newEntity{ base = "BASE_STAFF", - define_as = "STAFF_ANGMAR", rarity=false, - name = "Angmar's Fall", unique=true, + define_as = "STAFF_KOR", rarity=false, + name = "Kor's Fall", unique=true, desc = [[Made from the bones of of many creatures this staff glows with power. You can feel its evilness as you touch it.]], require = { stat = { mag=25 }, }, cost = 5, diff --git a/game/modules/tome/data/zones/ruins-kor-pul/zone.lua b/game/modules/tome/data/zones/ruins-kor-pul/zone.lua index a4c03dcd0c8333df623d90b659ca4b43e81fa62b..014c482abcbe810d18955e49da91a3a829efc310 100644 --- a/game/modules/tome/data/zones/ruins-kor-pul/zone.lua +++ b/game/modules/tome/data/zones/ruins-kor-pul/zone.lua @@ -46,7 +46,7 @@ return { class = "engine.generator.actor.Random", nb_npc = {20, 30}, filters = { {max_ood=2}, }, --- guardian = "SHADE_OF_ANGMAR", -- The gardian is set in the static map +-- guardian = "SHADE", -- The gardian is set in the static map }, object = { class = "engine.generator.object.Random",