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Commit 1fe76d2f authored by dg's avatar dg
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test

git-svn-id: http://svn.net-core.org/repos/t-engine4@1309 51575b47-30f0-44d4-a5cc-537603b46e54
parent 72f960c4
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with 29 additions and 108 deletions
......@@ -370,10 +370,15 @@ function _M:magicMap(radius, x, y)
y = y or self.y
radius = math.floor(radius)
local ox, oy
self.x, self.y, ox, oy = x, y, self.x, self.y
self:computeFOV(radius, "block_sense", function(x, y)
game.level.map.remembers(x, y, true)
game.level.map.has_seens(x, y, true)
end, true, true, true)
self.x, self.y = ox, oy
end
function _M:incMoney(v)
......
......@@ -358,7 +358,7 @@ function _M:getTextualDesc()
end
if self.imbue_powers then
desc[#desc+1] = "#YELLOW#When used to imbue an armour:#LAST#"
desc[#desc+1] = "#YELLOW#When used to imbue an object:#LAST#"
desc_wielder(self.imbue_powers)
end
......
......@@ -67,7 +67,7 @@ newBirthDescriptor{
}
--------------- Difficulties
--[[
-- [[
newBirthDescriptor{
type = "difficulty",
name = "Tutorial",
......@@ -89,7 +89,7 @@ newBirthDescriptor{
},
copy = { resolvers.generic(function() game.difficulty = game.DIFFICULTY_EASY end) },
}
]]
--]]
newBirthDescriptor{
type = "difficulty",
name = "Easy",
......
......@@ -47,7 +47,8 @@ newBirthDescriptor{
{type="potion", subtype="potion", name="potion of cure disease", ego_chance=-1000},
{type="potion", subtype="potion", name="potion of cure disease", ego_chance=-1000},
},
faction = "undead",
-- Force undead faction to undead
resolvers.genericlast(function(e) e.faction = "undead" end),
default_wilderness = {34, 49},
starting_zone = "paths-of-the-dead",
starting_level = 8, starting_level_force_down = true,
......
......@@ -132,6 +132,7 @@ local function generate_rewards()
for i = 1, #npc.stats_def do if reward.stats[i] then
local doit = function(npc, player)
player.inc_stats[i] = (player.inc_stats[i] or 0) + reward.stats[i]
player:onStatChange(i, reward.stats[i])
player.changed = true
player:hasQuest(npc.quest_id).reward_message = ("improved %s by +%d"):format(npc.stats_def[i].name, reward.stats[i])
end
......
......@@ -35,12 +35,12 @@ Good day to you, fellow traveler!]],
-- Reward for non-mages: access to Angolwen
{"So you have enough magical items now?",
jump="thanks",
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player.faction ~= "angolwen" end,
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and not player:knowTalent(player.T_TELEPORT_ANGOLWEN) end,
},
-- Reward for mages: upgrade a talent mastery
{"So you have enough magical items now?",
jump="thanks_mage",
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player.faction == "angolwen" end,
cond=function(npc, player) return player:hasQuest("mage-apprentice") and player:hasQuest("mage-apprentice"):isCompleted() and player:knowTalent(player.T_TELEPORT_ANGOLWEN) end,
},
-- {"Do you have any items to sell?", jump="store"},
{"Sorry I have to go!"},
......
......@@ -37,6 +37,7 @@ newEntity{
blind_immune = 1,
size_category = 3,
infravision = 20,
no_breath = 1,
drops = resolvers.drops{chance=60, nb=1, {type="money"} },
......
......@@ -19,9 +19,9 @@ void main(void)
float fTime0_X = tick / 40000.0;
vec2 coord = gl_TexCoord[0].xy;
float noisy = texture3D(noisevol,vec3(coord,fTime0_X)).r;
float noisy2 = texture3D(noisevol,vec3(coord/5.0,fTime0_X)).r;
float noisy3 = texture3D(noisevol,vec3(coord/7.0,fTime0_X)).r;
float noise = (noisy+noisy2+noisy3)/3.0;
// float noisy2 = texture3D(noisevol,vec3(coord/5.0,fTime0_X)).r;
// float noisy3 = texture3D(noisevol,vec3(coord/7.0,fTime0_X)).r;
// float noise = (noisy+noisy2+noisy3)/3.0;
// Center Pixel
vec4 sample = vec4(0.0,0.0,0.0,0.0);
......
......@@ -191,7 +191,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Let all your foes pile up on your shield then put all your strength in one mighty thrust and repel them all away.]])
return ([[Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away %d grids.]]):format(math.floor(1 + self:getTalentLevel(t)))
end,
}
......
......@@ -17,7 +17,7 @@
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
local delivered_staff = game.player:resolveSource():setQuestStatus("staff-absorption", engine.Quest.COMPLETED, "survived-ukruk")
local delivered_staff = game.player:resolveSource():isQuestStatus("staff-absorption", engine.Quest.COMPLETED, "survived-ukruk")
if delivered_staff then
return [[@playername@, this message is of utmost importance.
......
......@@ -26,7 +26,7 @@ newEntity{ base="BASE_NPC_ORC", define_as = "UKRUK",
name = "Ukruk the Fierce",
faction = "orc-pride",
color=colors.VIOLET,
desc = [[This ugly orc looks really nasty and vicious. He is obviously looking for something and bears an unkown symbol on his shield.]],
desc = [[This ugly orc looks really nasty and vicious. He is obviously looking for something and bears an unknown symbol on his shield.]],
level_range = {30, 50}, exp_worth = 2,
max_life = 1500, life_rating = 15, fixed_rating = true,
rank = 4,
......
......@@ -19,3 +19,4 @@
load("/data/general/grids/basic.lua")
load("/data/general/grids/forest.lua")
load("/data/general/grids/water.lua")
......@@ -17,57 +17,4 @@
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
load("/data/general/npcs/bear.lua", rarity(0))
load("/data/general/npcs/vermin.lua", rarity(0))
load("/data/general/npcs/canine.lua", rarity(0))
load("/data/general/npcs/snake.lua", rarity(0))
load("/data/general/npcs/swarm.lua", rarity(0))
load("/data/general/npcs/plant.lua", rarity(0))
load("/data/general/npcs/ant.lua", rarity(0))
local Talents = require("engine.interface.ActorTalents")
-- The boss of trollshaws, no "rarity" field means it will not be randomly generated
newEntity{ define_as = "OLD_MAN_WILLOW",
type = "giant", subtype = "huorn", unique = true,
name = "Old Man Willow",
display = "#", color=colors.OLIVE_DRAB,
desc = [[The ancient grey willow tree, ruler of the Old Forest. He despises
trespassers in his territory. "...a huge willow-tree, old and hoary
Enormous it looked, its sprawling branches going up like racing arms
with may long-fingered hands, its knotted and twisted trunk gaping in
wide fissures that creaked faintly as the boughs moved."]],
level_range = {12, 35}, exp_worth = 2,
max_life = 200, life_rating = 17, fixed_rating = true,
max_stamina = 85,
max_mana = 200,
stats = { str=25, dex=10, cun=8, mag=20, wil=20, con=20 },
rank = 4,
size_category = 5,
infravision = 20,
instakill_immune = 1,
move_others=true,
resists = { [DamageType.FIRE] = -50 },
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
equipment = resolvers.equip{ {type="armor", subtype="shield", defined="OLD_MAN_WILLOW_SHIELD", autoreq=true}, },
drops = resolvers.drops{chance=100, nb=5, {ego_chance=100} },
resolvers.talents{
[Talents.T_STAMINA_POOL]=1, [Talents.T_STUN]=2,
[Talents.T_MANA_POOL]=1,
[Talents.T_ICE_STORM]=1,
[Talents.T_TIDAL_WAVE]=1,
[Talents.T_FREEZE]=2,
},
autolevel = "caster",
ai = "dumb_talented_simple", ai_state = { talent_in=3, ai_move="move_astar", },
on_die = function(self, who)
game.player:resolveSource():grantQuest("starter-zones")
game.player:resolveSource():setQuestStatus("starter-zones", engine.Quest.COMPLETED, "old-forest")
end,
}
load("/data/general/npcs/all.lua", rarity(0))
......@@ -18,29 +18,3 @@
-- darkgod@te4.org
load("/data/general/objects/objects.lua")
-- Artifact, droped (and used!) by Bill the Stone Troll
newEntity{ base = "BASE_SHIELD",
define_as = "OLD_MAN_WILLOW_SHIELD",
name = "Old Man's Willow Barkwood", unique=true,
desc = [[The barkwood of the Old Man's Willow, made into roughly the shape of a shield.]],
require = { stat = { str=25 }, },
cost = 20,
special_combat = {
dam = resolvers.rngavg(20,30),
physcrit = 2,
dammod = {str=1.5},
},
wielder = {
combat_armor = 5,
combat_def = 9,
fatigue = 14,
resists = {
[DamageType.FIRE] = -20,
[DamageType.COLD] = 20,
[DamageType.NATURE] = 20,
},
},
}
......@@ -29,38 +29,29 @@ return {
all_lited = true,
persistant = "zone",
ambiant_music = "Woods of Eremae.ogg",
no_level_connectivity = true,
generator = {
map = {
class = "engine.generator.map.Roomer",
nb_rooms = 10,
edge_entrances = {6,4},
rooms = {"forest_clearing"},
['.'] = "GRASS",
['#'] = {"TREE","TREE2","TREE3","TREE4","TREE5","TREE6","TREE7","TREE8","TREE9","TREE10","TREE11","TREE12","TREE13","TREE14","TREE15","TREE16","TREE17","TREE18","TREE19","TREE20",},
up = "UP",
down = "DOWN",
door = "GRASS1",
class = "engine.generator.map.Static",
},
actor = {
class = "engine.generator.actor.Random",
nb_npc = {20, 30},
nb_npc = {0, 0},
guardian = "LONE_WOLF",
},
object = {
class = "engine.generator.object.Random",
nb_object = {6, 9},
nb_object = {0, 0},
},
trap = {
class = "engine.generator.trap.Random",
nb_trap = {5, 8},
nb_trap = {0, 0},
},
},
levels =
{
[1] = {
generator = { map = {
up = "UP_WILDERNESS",
}, },
generator = { map = { map = "tutorial/tutorial1" }, },
},
},
}
......@@ -31,7 +31,7 @@ newEntity{ define_as = "FILLAREL",
type = "humanoid", subtype = "elf", unique = true,
name = "Fillarel Aldaren", faction = "neutral",
display = "@", color=colors.GOLD,
desc = [[An elven women. She wears a tight robe decorated with symbols of the sun and the moon and wields a staff.]],
desc = [[An elven woman. She wears a tight robe decorated with symbols of the sun and the moon and wields a staff.]],
level_range = {25, 35}, exp_worth = 2,
max_life = 120, life_rating = 15, fixed_rating = true,
positive_regen = 10,
......
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