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Commit e329762e authored by dg's avatar dg
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Murgol Lair now has a stair up on level 1

Ritches in the Ritches tunnel now have only 40% fire resist
Trap damage randomization changed so they do not get 100 or more damage at level 1


git-svn-id: http://svn.net-core.org/repos/t-engine4@2507 51575b47-30f0-44d4-a5cc-537603b46e54
parent ea2ae97e
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......@@ -44,7 +44,7 @@ newEntity{ base = "TRAP_ELEMENTAL",
rarity = 3, level_range = {1, 30},
color_r=40, color_g=220, color_b=0,
message = "A stream of acid gushes onto @target@!",
dam = resolvers.mbonus(100, 5), damtype = DamageType.ACID,
dam = resolvers.mbonus_level(100, 5), damtype = DamageType.ACID,
}
newEntity{ base = "TRAP_ELEMENTAL",
subtype = "fire",
......@@ -53,7 +53,7 @@ newEntity{ base = "TRAP_ELEMENTAL",
rarity = 3, level_range = {1, 30},
color_r=220, color_g=0, color_b=0,
message = "A bolt of fire blasts onto @target@!",
dam = resolvers.mbonus(140, 10), damtype = DamageType.FIREBURN,
dam = resolvers.mbonus_level(140, 10), damtype = DamageType.FIREBURN,
}
newEntity{ base = "TRAP_ELEMENTAL",
subtype = "cold",
......@@ -62,7 +62,7 @@ newEntity{ base = "TRAP_ELEMENTAL",
rarity = 3, level_range = {1, 30},
color_r=150, color_g=150, color_b=220,
message = "A bolt of ice blasts onto @target@!",
dam = resolvers.mbonus(100, 5), damtype = DamageType.ICE,
dam = resolvers.mbonus_level(100, 5), damtype = DamageType.ICE,
combatSpellpower = function(self) return self.disarm_power * 2 end,
}
newEntity{ base = "TRAP_ELEMENTAL",
......@@ -72,7 +72,7 @@ newEntity{ base = "TRAP_ELEMENTAL",
rarity = 3, level_range = {1, 30},
color_r=0, color_g=0, color_b=220,
message = "A bolt of lightning fires onto @target@!",
dam = resolvers.mbonus(100, 5), damtype = DamageType.LIGHTNING,
dam = resolvers.mbonus_level(100, 5), damtype = DamageType.LIGHTNING,
}
newEntity{ base = "TRAP_ELEMENTAL",
subtype = "poison",
......@@ -81,7 +81,7 @@ newEntity{ base = "TRAP_ELEMENTAL",
rarity = 3, level_range = {1, 30},
color_r=0, color_g=220, color_b=0,
message = "A stream of poison gushes onto @target@!",
dam = resolvers.mbonus(100, 5), damtype = DamageType.POISON,
dam = resolvers.mbonus_level(100, 5), damtype = DamageType.POISON,
}
-------------------------------------------------------
......@@ -94,7 +94,7 @@ newEntity{ base = "TRAP_ELEMENTAL_BLAST",
rarity = 3, level_range = {20, 50},
color_r=40, color_g=220, color_b=0,
message = "A stream of acid gushes onto @target@!",
dam = resolvers.mbonus(250, 5), damtype = DamageType.ACID, radius = 2,
dam = resolvers.mbonus_level(250, 5), damtype = DamageType.ACID, radius = 2,
}
newEntity{ base = "TRAP_ELEMENTAL_BLAST",
subtype = "fire",
......@@ -103,7 +103,7 @@ newEntity{ base = "TRAP_ELEMENTAL_BLAST",
rarity = 3, level_range = {20, 50},
color_r=220, color_g=0, color_b=0,
message = "A bolt of fire fires onto @target@!",
dam = resolvers.mbonus(300, 10), damtype = DamageType.FIREBURN, radius = 2,
dam = resolvers.mbonus_level(300, 10), damtype = DamageType.FIREBURN, radius = 2,
}
newEntity{ base = "TRAP_ELEMENTAL_BLAST",
subtype = "cold",
......@@ -112,7 +112,7 @@ newEntity{ base = "TRAP_ELEMENTAL_BLAST",
rarity = 3, level_range = {20, 50},
color_r=150, color_g=150, color_b=220,
message = "A bolt of ice blasts onto @target@!",
dam = resolvers.mbonus(250, 5), damtype = DamageType.ICE, radius = 2,
dam = resolvers.mbonus_level(250, 5), damtype = DamageType.ICE, radius = 2,
combatSpellpower = function(self) return self.disarm_power * 2 end,
}
newEntity{ base = "TRAP_ELEMENTAL_BLAST",
......@@ -122,7 +122,7 @@ newEntity{ base = "TRAP_ELEMENTAL_BLAST",
rarity = 3, level_range = {20, 50},
color_r=0, color_g=0, color_b=220,
message = "A bolt of lightning fires onto @target@!",
dam = resolvers.mbonus(250, 5), damtype = DamageType.LIGHTNING, radius = 2,
dam = resolvers.mbonus_level(250, 5), damtype = DamageType.LIGHTNING, radius = 2,
}
newEntity{ base = "TRAP_ELEMENTAL_BLAST",
subtype = "poison",
......@@ -131,5 +131,5 @@ newEntity{ base = "TRAP_ELEMENTAL_BLAST",
rarity = 3, level_range = {20, 50},
color_r=0, color_g=220, color_b=0,
message = "A stream of poison gushes onto @target@!",
dam = resolvers.mbonus(250, 5), damtype = DamageType.POISON, radius = 2,
dam = resolvers.mbonus_level(250, 5), damtype = DamageType.POISON, radius = 2,
}
......@@ -32,7 +32,7 @@ newEntity{ base = "TRAP_WATER",
rarity = 3, level_range = {1, 50},
color=colors.LIGHT_BLUE,
message = "@Target@ triggers a water jet!",
dam = resolvers.mbonus(150, 15), damtype = DamageType.PHYSICAL,
dam = resolvers.mbonus_level(150, 15), damtype = DamageType.PHYSICAL,
auto_disarm = true,
}
......@@ -42,7 +42,7 @@ newEntity{ base = "TRAP_WATER",
rarity = 3, level_range = {1, 50},
color=colors.BLUE,
message = "@Target@ is caught by a water siphon!",
dam = resolvers.mbonus(90, 15),
dam = resolvers.mbonus_level(90, 15),
combatAttackStr = function(self) return self.disarm_power * 2 end,
triggered = function(self, x, y, who)
self:project({type="ball",radius=2,x=x,y=y}, x, y, engine.DamageType.PINNING, {dam=self.dam,dur=4})
......
......@@ -59,7 +59,7 @@ return {
{
[1] = {
generator = { map = {
up = "SAND_LADDER_UP_WILDERNESS",
up = "WATER_UP_WILDERNESS",
}, },
},
},
......
......@@ -48,7 +48,7 @@ Vicious predators, they inject corrupting diseases into their foes, and their sh
resists = { [DamageType.BLIGHT] = 20, [DamageType.FIRE] = 40 },
}
newEntity{ base = "BASE_NPC_RITCH",
newEntity{ base = "BASE_NPC_RITCH_REL",
name = "ritch flamespitter", color=colors.DARK_RED,
level_range = {1, nil}, exp_worth = 1,
rarity = 1,
......@@ -63,7 +63,7 @@ newEntity{ base = "BASE_NPC_RITCH",
},
}
newEntity{ base = "BASE_NPC_RITCH",
newEntity{ base = "BASE_NPC_RITCH_REL",
name = "ritch impaler", color=colors.UMBER,
level_range = {2, nil}, exp_worth = 1,
rarity = 1,
......@@ -78,7 +78,7 @@ newEntity{ base = "BASE_NPC_RITCH",
},
}
newEntity{ base = "BASE_NPC_RITCH",
newEntity{ base = "BASE_NPC_RITCH_REL",
name = "chitinous ritch", color=colors.YELLOW,
level_range = {1, nil}, exp_worth = 1,
rarity = 1,
......
......@@ -243,7 +243,7 @@ end
--- Random bonus based on level, more strict
resolvers.current_level = 1
function resolvers.mbonus_level(max, add, pricefct, step)
return {__resolver="mbonus_level", max, add, step or 10, pricefct} -- mbonus_level does not work really well, skip it for now
return {__resolver="mbonus_level", max, add, step or 10, pricefct}
end
function resolvers.calc.mbonus_level(t, e)
local max = resolvers.mbonus_max_level
......
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