-- ToME - Tales of Maj'Eyal -- Copyright (C) 2009 - 2014 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_SLING", slot = "MAINHAND", type = "weapon", subtype="sling", display = "}", color=colors.UMBER, image = resolvers.image_material("sling", "leather"), moddable_tile = resolvers.moddable_tile("sling"), encumber = 4, rarity = 7, combat = { talented = "sling", accuracy_effect = "mace", sound = "actions/sling", sound_miss = "actions/sling", }, archery_kind = "sling", archery = "sling", require = { talent = { Talents.T_SHOOT }, }, proj_image = resolvers.image_material("shot_s", "metal"), desc = [[Slings are used to hurl stones or metal shots at your foes.]], randart_able = "/data/general/objects/random-artifacts/ranged.lua", egos = "/data/general/objects/egos/sling.lua", egos_chance = { prefix=resolvers.mbonus(40, 5), suffix=resolvers.mbonus(40, 5) }, } newEntity{ base = "BASE_SLING", name = "rough leather sling", short_name = "rough", level_range = {1, 10}, require = { stat = { dex=11 }, }, cost = 5, material_level = 1, combat = { range = 6, physspeed = 0.8, }, } newEntity{ base = "BASE_SLING", name = "cured leather sling", short_name = "cured", level_range = {10, 20}, require = { stat = { dex=16 }, }, cost = 10, material_level = 2, combat = { range = 7, physspeed = 0.8, }, } newEntity{ base = "BASE_SLING", name = "hardened leather sling", short_name = "hardened", level_range = {20, 30}, require = { stat = { dex=24 }, }, cost = 15, material_level = 3, combat = { range = 8, physspeed = 0.8, }, } newEntity{ base = "BASE_SLING", name = "reinforced leather sling", short_name = "reinforced", level_range = {30, 40}, require = { stat = { dex=35 }, }, cost = 25, material_level = 4, combat = { range = 9, physspeed = 0.8, }, } newEntity{ base = "BASE_SLING", name = "drakeskin leather sling", short_name = "drakeskin", level_range = {40, 50}, require = { stat = { dex=48 }, }, cost = 35, material_level = 5, combat = { range = 10, physspeed = 0.8, }, } ------------------ AMMO ------------------- newEntity{ define_as = "BASE_SHOT", slot = "QUIVER", type = "ammo", subtype="shot", add_name = " (#COMBAT_AMMO#)", display = "{", color=colors.UMBER, image = resolvers.image_material("shot", "metal"), encumber = 3, rarity = 7, combat = { talented = "sling", accuracy_effect = "mace", damrange = 1.2}, proj_image = resolvers.image_material("shot_s", "metal"), archery_ammo = "sling", desc = [[Shots are used with slings to pummel your foes to death.]], randart_able = "/data/general/objects/random-artifacts/ammo.lua", egos = "/data/general/objects/egos/ammo.lua", egos_chance = { prefix=resolvers.mbonus(40, 5), suffix=resolvers.mbonus(40, 5) }, resolvers.shooter_capacity(), } newEntity{ base = "BASE_SHOT", name = "pouch of iron shots", short_name = "iron", level_range = {1, 10}, require = { stat = { dex=11 }, }, cost = 2, material_level = 1, combat = { capacity = resolvers.rngavg(10, 25), dam = resolvers.rngavg(7,12), apr = 1, physcrit = 4, dammod = {dex=0.7, cun=0.5}, }, } newEntity{ base = "BASE_SHOT", name = "pouch of steel shots", short_name = "steel", level_range = {10, 20}, require = { stat = { dex=16 }, }, cost = 5, material_level = 2, combat = { capacity = resolvers.rngavg(12, 25), dam = resolvers.rngavg(15,22), apr = 2, physcrit = 4.5, dammod = {dex=0.7, cun=0.5}, }, } newEntity{ base = "BASE_SHOT", name = "pouch of dwarven-steel shots", short_name = "d.steel", level_range = {20, 30}, require = { stat = { dex=24 }, }, cost = 10, material_level = 3, combat = { capacity = resolvers.rngavg(14, 25), dam = resolvers.rngavg(28,37), apr = 3, physcrit = 5, dammod = {dex=0.7, cun=0.5}, }, } newEntity{ base = "BASE_SHOT", name = "pouch of stralite shots", short_name = "stralite", level_range = {30, 40}, require = { stat = { dex=35 }, }, cost = 15, material_level = 4, combat = { capacity = resolvers.rngavg(16, 25), dam = resolvers.rngavg(40,47), apr = 5, physcrit = 5.5, dammod = {dex=0.7, cun=0.5}, }, } newEntity{ base = "BASE_SHOT", name = "pouch of voratun shots", short_name = "voratun", level_range = {40, 50}, require = { stat = { dex=48 }, }, cost = 25, material_level = 5, combat = { capacity = resolvers.rngavg(18, 25), dam = resolvers.rngavg(50, 57), apr = 6, physcrit = 7, dammod = {dex=0.7, cun=0.5}, }, }