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Commit 2a46d674 authored by dg's avatar dg
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Two new vaults

Improved bonuses from talents in the passive combat techniques tree


git-svn-id: http://svn.net-core.org/repos/t-engine4@1511 51575b47-30f0-44d4-a5cc-537603b46e54
parent a404b9c6
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......@@ -343,7 +343,7 @@ function _M:attackTargetWith(target, weapon, damtype, mult)
if hitted and not target.dead and target:attr("equilibrium_regen_on_hit") then target:incEquilibrium(-target.equilibrium_regen_on_hit) end
-- Riposte!
if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_RIPOSTE) and rng.percent(target:getTalentLevel(target.T_RIPOSTE) * (5 + target:getDex(5)) then
if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_RIPOSTE) and rng.percent(target:getTalentLevel(target.T_RIPOSTE) * (5 + target:getDex(5))) then
game.logSeen(self, "%s ripostes!", target.name:capitalize())
target:attackTarget(self, nil, nil, true)
end
......
-- ToME - Tales of Middle-Earth
-- Copyright (C) 2009, 2010 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
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "SAND")
defineTile('~', "LAVA_FLOOR")
defineTile('#', "SANDWALL_STABLE")
defineTile('T', "PALMTREE")
defineTile('1', "SAND", nil, {random_filter={name="fire imp", add_levels=4}})
defineTile('2', "SAND", nil, {random_filter={name="quasit", add_levels=4}})
defineTile('U', "SAND", nil, {random_filter={name="uruivellas", add_levels=12}})
defineTile('$', "SAND", {random_filter={name="mithril ring",ego_chance=100}})
return {
[[..T............T.TT.]],
[[T..T..~.........~.TT]],
[[T.~....~~..1...~....]],
[[....~.2..~.~.~~.2..T]],
[[..1..~~~~.~.~~~.....]],
[[..~~...~~~~~~~..~~..]],
[[....~..~~####~~~.1..]],
[[...2.~~~##$U##~~~~..]],
[[...~~..~~####~~~....]],
[[.....~~~~~~~~~..1...]],
[[..2....~..~..~~....T]],
[[T...~~~.~...2.~.....]],
[[...~......~....~..1T]],
[[T.T...1..........~TT]],
[[TT.TT...........TTTT]],
}
-- ToME - Tales of Middle-Earth
-- Copyright (C) 2009, 2010 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
setStatusAll{no_teleport=true}
startx = 9
starty = 12
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile('X', "HARDWALL")
defineTile('+', "DOOR")
defineTile('^', "FLOOR", nil, nil, {random_filter={name="summoning alarm"}})
defineTile('$', "FLOOR", {random_filter={add_levels=5, ego_chance=40}})
return {
[[XXXXXXXXXXXXXXXXXXX]],
[[X.....^.$$$.^.....X]],
[[X.....^.....^.....X]],
[[X....XX^^^^^XX....X]],
[[X....XX.....XX....X]],
[[X....XX.....XX....X]],
[[X....$X.....X$....X]],
[[X....XX.....XX....X]],
[[X....XX.....XX....X]],
[[X....XX.....XX....X]],
[[X....^.......^....X]],
[[X....^.......^....X]],
[[XXXXXXXXX+XXXXXXXXX]],
}
......@@ -19,7 +19,7 @@
local max_w, max_h = 50, 50
local list = {
"double-t", "crypt", "treasure1", "diggers", "hillbert_curve",
"double-t", "crypt", "treasure1", "diggers", "hillbert_curve", "quiet",
}
return function(gen, id, lev, old_lev)
......
......@@ -136,13 +136,13 @@ newTalent{
mode = "passive",
points = 5,
on_learn = function(self, t)
self.stamina_regen = self.stamina_regen + 0.2
self.stamina_regen = self.stamina_regen + 0.5
end,
on_unlearn = function(self, t)
self.stamina_regen = self.stamina_regen - 0.2
self.stamina_regen = self.stamina_regen - 0.5
end,
info = function(self, t)
return ([[Your combat focus allows you to regenerate stamina faster (+%0.2f stamina/turn).]]):format(self:getTalentLevelRaw(t) / 5)
return ([[Your combat focus allows you to regenerate stamina faster (+%0.2f stamina/turn).]]):format(self:getTalentLevelRaw(t) / 2)
end,
}
......@@ -153,13 +153,13 @@ newTalent{
mode = "passive",
points = 5,
on_learn = function(self, t)
self.life_regen = self.life_regen + 0.2
self.life_regen = self.life_regen + 1
end,
on_unlearn = function(self, t)
self.life_regen = self.life_regen - 0.2
self.life_regen = self.life_regen - 1
end,
info = function(self, t)
return ([[Your combat focus allows you to regenerate life faster (+%0.2f life/turn).]]):format(self:getTalentLevelRaw(t) / 5)
return ([[Your combat focus allows you to regenerate life faster (+%0.2f life/turn).]]):format(self:getTalentLevelRaw(t))
end,
}
......@@ -170,13 +170,13 @@ newTalent{
mode = "passive",
points = 5,
on_learn = function(self, t)
self.combat_spellresist = self.combat_spellresist + 4
self.combat_spellresist = self.combat_spellresist + 6
end,
on_unlearn = function(self, t)
self.combat_spellresist = self.combat_spellresist - 4
self.combat_spellresist = self.combat_spellresist - 6
end,
info = function(self, t)
return ([[Rigorous training allows you to be more resistant to some spell effects. (+%d spell save).]]):format(self:getTalentLevelRaw(t) * 4)
return ([[Rigorous training allows you to be more resistant to some spell effects. (+%d spell save).]]):format(self:getTalentLevelRaw(t) * 6)
end,
}
......
......@@ -68,7 +68,7 @@ newTalent{
mode = "passive",
points = 5,
info = function(self, t)
return ([[When you block/avoid a melee blow you have a %d%% chance to get a free, automatic melee attack against your foe. Your chances increase with dexterity.]]):format(self:getTalentLevel(t) * (5 + self:getDex(5))
return ([[When you block/avoid a melee blow you have a %d%% chance to get a free, automatic melee attack against your foe. Your chances increase with dexterity.]]):format(self:getTalentLevel(t) * (5 + self:getDex(5)))
end,
}
......
......@@ -48,7 +48,7 @@ return {
nb_rooms = {0,0,0,0,1},
rooms = {"greater_vault"},
greater_vaults_list = {"dragon_lair"},
greater_vaults_list = {"dragon_lair", "lava_island"},
lite_room_chance = 100,
},
actor = {
......
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