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Commit db553cd3 authored by dg's avatar dg
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vampires!!

git-svn-id: http://svn.net-core.org/repos/t-engine4@552 51575b47-30f0-44d4-a5cc-537603b46e54
parent 21b6bc50
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......@@ -102,6 +102,7 @@ newEntity{ base = "BASE_NPC_SKELETON",
combat_armor = 5, combat_def = 1,
resolvers.talents{ [Talents.T_STAMINA_POOL]=1, [Talents.T_SHOOT]=1, [Talents.T_PINNING_SHOT]=3, [Talents.T_CRIPPLING_SHOT]=3, },
ai_state = { talent_in=1, },
rank = 3,
autolevel = "archer",
resolvers.equip{ {type="weapon", subtype="longbow", autoreq=true}, {type="ammo", subtype="arrow", autoreq=true} },
......
......@@ -27,39 +27,101 @@
local Talents = require("engine.interface.ActorTalents")
-- Of the greater undead, vampires are the crossover between physical and magical prowness. They possess a life draining attack and they are able to cast some powerful spells.
-- Ranks: vampire, master vampire, elder vampire, vampire lord.
-- to be added? ancient vampire
--taken from the T2 list, with oriental vampire removed, does it really have a part here in ToME?
-- last updated: 4:00pm March 1st, 2010
local Talents = require("engine.interface.ActorTalents")
newEntity{
define_as = "BASE_NPC_VAMPIRE",
type = "undead", subtype = "vampire",
type = "undead", subtype = "vampires",
display = "V", color=colors.WHITE,
desc = [[These ancient cursed beings often take upon the form of a bat and attack its prey.]],
combat = { dam=resolvers.rngavg(9,13), atk=10, apr=9, dammod={str=0.85}, damtype=DamageType.DRAINLIFE },
combat = { dam=resolvers.rngavg(9,13), atk=10, apr=9, damtype=DamageType.DRAINLIFE, dammod={str=1.9} },
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
resolvers.drops{chance=20, nb=1, {ego_chance=20} },
drops = resolvers.drops{chance=20, nb=1, {} },
autolevel = "warrior",
ai = "dumb_talented_simple", ai_state = { talent_in=4, },
autolevel = "warriormage",
ai = "dumb_talented_simple", ai_state = { talent_in=9, },
energy = { mod=1 },
stats = { str=11, dex=11, mag=15, con=12 },
rank = 2,
stats = { str=12, dex=12, mag=12, con=12 },
life_regen = 3,
size_category = 3,
rank = 2,
resolvers.tmasteries{ ["technique/other"]=0.3, ["spell/air"]=0.3, ["spell/fire"]=0.3 },
resolvers.tmasteries{ ["technique/other"]=0.5, ["spell/phantasm"]=0.8, },
resists = { [DamageType.COLD] = 80, [DamageType.FIRE] = 20, [DamageType.PHYSICAL] = 15, [DamageType.LIGHT] = -100, },
poison_immune = 1,
resists = { [DamageType.COLD] = 80, [DamageType.NATURE] = 80, [DamageType.LIGHT] = -50, },
blind_immune = 1,
see_invisible = 7,
confusion_immune = 1,
see_invisible = 5,
undead = 1,
stun_immune = 0.7,
sleep_immune = 1,
-- free_action = 1,
-- sleep_immune = 1,
}
newEntity{ base = "BASE_NPC_VAMPIRE",
name = "lesser vampire", color=colors.GREEN,
desc=[[it sucks blood! It wants yours!]],
level_range = {16, 50}, exp_worth = 1,
rarity = 1,
name = "lesser vampire", color=colors.SLATE,
desc=[[This vampire has only just begun it's new life, it has not yet fathomed its newfound power. Yet it still has its thirst for blood.]],
level_range = {15, 50}, exp_worth = 1,
rarity = 4,
max_life = resolvers.rngavg(40,50),
combat_armor = 7, combat_def = 6,
resolvers.talents{ [Talents.T_STUN]=1 },
}
newEntity{ base = "BASE_NPC_VAMPIRE",
name = "vampire", color=colors.SLATE,
desc=[[It is a humanoid with an aura of power. You notice a sharp set of front teeth.]],
level_range = {20, 50}, exp_worth = 1,
rarity = 4,
max_life = resolvers.rngavg(70,80),
combat_armor = 9, combat_def = 6,
resolvers.talents{ [Talents.T_STUN]=1, [Talents.T_BLUR_SIGHT]=1, [Talents.T_ROTTING_DISEASE]=1, },
}
newEntity{ base = "BASE_NPC_VAMPIRE",
name = "master vampire", color=colors.GREEN,
desc=[[It is a humanoid form dressed in robes. Power emanates from its chilling frame.]],
level_range = {23, 50}, exp_worth = 1,
rarity = 4,
max_life = resolvers.rngavg(80,90),
combat_armor = 10, combat_def = 8,
ai = "dumb_talented_simple", ai_state = { talent_in=6, },
resolvers.talents{ [Talents.T_STUN]=1, [Talents.T_BLUR_SIGHT]=2, [Talents.T_PHANTASMAL_SHIELD]=1, [Talents.T_ROTTING_DISEASE]=2, },
}
newEntity{ base = "BASE_NPC_VAMPIRE",
name = "elder vampire", color=colors.RED,
desc=[[A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can
summon the very shades of its victims from beyond the grave to come enslaved to its aid.]],
level_range = {26, 50}, exp_worth = 1,
rarity = 4,
max_life = resolvers.rngavg(90,100),
combat_armor = 12, combat_def = 10,
rank = 3,
ai = "dumb_talented_simple", ai_state = { talent_in=6, },
summon = {{type="undead", number=1, hasxp=false}, },
resolvers.talents{ [Talents.T_STUN]=2, [Talents.T_SUMMON]=1, [Talents.T_BLUR_SIGHT]=3, [Talents.T_PHANTASMAL_SHIELD]=2, [Talents.T_ROTTING_DISEASE]=3, },
}
newEntity{ base = "BASE_NPC_VAMPIRE",
name = "vampire lord", color=colors.BLUE,
desc=[[A foul wind chills your bones as this ghastly figure approaches.]],
level_range = {30, 50}, exp_worth = 1,
rarity = 9,
max_life = resolvers.rngavg(100,120),
combat_armor = 15, combat_def = 15,
rank = 3,
ai = "dumb_talented_simple", ai_state = { talent_in=4, },
summon = {{type="undead", number=1, hasxp=false}, },
resolvers.talents{ [Talents.T_STUN]=4, [Talents.T_SUMMON]=1, [Talents.T_BLUR_SIGHT]=4, [Talents.T_PHANTASMAL_SHIELD]=5, [Talents.T_ROTTING_DISEASE]=5, },
}
......@@ -63,6 +63,7 @@ newEntity{ base = "TRAP_ELEMENTAL",
color_r=150, color_g=150, color_b=220,
message = "A bolt of ice gushes onto @target@!",
dam = resolvers.mbonus(150, 5), damtype = DamageType.ICE,
combatSpellpower = function(self) return self.disarm_power * 2 end,
}
newEntity{ base = "TRAP_ELEMENTAL",
subtype = "lightning",
......@@ -112,6 +113,7 @@ newEntity{ base = "TRAP_ELEMENTAL_BLAST",
color_r=150, color_g=150, color_b=220,
message = "A bolt of ice gushes onto @target@!",
dam = resolvers.mbonus(250, 5), damtype = DamageType.ICE, radius = 2,
combatSpellpower = function(self) return self.disarm_power * 2 end,
}
newEntity{ base = "TRAP_ELEMENTAL_BLAST",
subtype = "lightning",
......
......@@ -476,7 +476,7 @@ int main(int argc, char *argv[])
SDL_EnableUNICODE(TRUE);
SDL_EnableKeyRepeat(300, 10);
TTF_Init();
if (Mix_OpenAudio(22050, AUDIO_S16, 2, 512) == -1)
if (Mix_OpenAudio(22050, AUDIO_S16, 2, 2048) == -1)
{
no_sound = TRUE;
}
......
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