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Commit 4e963040 authored by dg's avatar dg
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Players now start with all talents & stats assigned

git-svn-id: http://svn.net-core.org/repos/t-engine4@834 51575b47-30f0-44d4-a5cc-537603b46e54
parent 0a05d1fb
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with 77 additions and 72 deletions
......@@ -540,6 +540,15 @@ function _M:die(src)
return true
end
function _M:learnStats(statorder)
self.auto_stat_cnt = self.auto_stat_cnt or 1
while self.unused_stats > 0 do
self:incStat(statorder[self.auto_stat_cnt], 1)
self.auto_stat_cnt = util.boundWrap(self.auto_stat_cnt + 1, 1, #statorder)
self.unused_stats = self.unused_stats - 1
end
end
function _M:levelup()
self.unused_stats = self.unused_stats + 3 + self:getRankStatAdjust()
self.unused_talents = self.unused_talents + 2
......
......@@ -132,10 +132,8 @@ function _M:newGame()
Map:setViewerFaction(self.player.faction)
self.paused = true
print("[PLAYER BIRTH] resolved!")
self.player:playerLevelup(function()
self.player:grantQuest(self.player.starting_quest)
self:registerDialog(require("mod.dialogs.IntroDialog").new(self.player))
end)
self.player:grantQuest(self.player.starting_quest)
self:registerDialog(require("mod.dialogs.IntroDialog").new(self.player))
end)
self:registerDialog(birth)
end
......
......@@ -57,8 +57,8 @@ function _M:init(t, no_default)
if t.fixed_rating == nil then t.fixed_rating = true end
t.unused_stats = 6
t.unused_talents = 2
t.unused_stats = 0
t.unused_talents = 0
t.move_others=true
t.lite = t.lite or 0
......
......@@ -19,58 +19,49 @@
local Autolevel = require "engine.Autolevel"
local function learnStats(self, statorder)
self.auto_stat_cnt = self.auto_stat_cnt or 1
while self.unused_stats > 0 do
self:incStat(statorder[self.auto_stat_cnt], 1)
self.auto_stat_cnt = util.boundWrap(self.auto_stat_cnt + 1, 1, #statorder)
self.unused_stats = self.unused_stats - 1
end
end
Autolevel:registerScheme{ name = "none", levelup = function(self)
end}
Autolevel:registerScheme{ name = "warrior", levelup = function(self)
learnStats(self, { self.STAT_STR, self.STAT_STR, self.STAT_DEX })
self:learnStats{ self.STAT_STR, self.STAT_STR, self.STAT_DEX }
end}
Autolevel:registerScheme{ name = "ghoul", levelup = function(self)
learnStats(self, { self.STAT_STR, self.STAT_CON })
self:learnStats{ self.STAT_STR, self.STAT_CON }
end}
Autolevel:registerScheme{ name = "tank", levelup = function(self)
learnStats(self, { self.STAT_STR, self.STAT_CON, self.STAT_CON })
self:learnStats{ self.STAT_STR, self.STAT_CON, self.STAT_CON }
end}
Autolevel:registerScheme{ name = "rogue", levelup = function(self)
learnStats(self, { self.STAT_DEX, self.STAT_CUN, self.STAT_CUN })
self:learnStats{ self.STAT_DEX, self.STAT_CUN, self.STAT_CUN }
end}
Autolevel:registerScheme{ name = "slinger", levelup = function(self)
learnStats(self, { self.STAT_DEX, self.STAT_DEX, self.STAT_CUN })
self:learnStats{ self.STAT_DEX, self.STAT_DEX, self.STAT_CUN }
end}
Autolevel:registerScheme{ name = "archer", levelup = function(self)
learnStats(self, { self.STAT_DEX, self.STAT_DEX, self.STAT_STR })
self:learnStats{ self.STAT_DEX, self.STAT_DEX, self.STAT_STR }
end}
Autolevel:registerScheme{ name = "caster", levelup = function(self)
learnStats(self, { self.STAT_MAG, self.STAT_MAG, self.STAT_WIL })
self:learnStats{ self.STAT_MAG, self.STAT_MAG, self.STAT_WIL }
end}
Autolevel:registerScheme{ name = "warriormage", levelup = function(self)
learnStats(self, { self.STAT_MAG, self.STAT_MAG, self.STAT_WIL, self.STAT_STR, self.STAT_STR, self.STAT_DEX })
self:learnStats{ self.STAT_MAG, self.STAT_MAG, self.STAT_WIL, self.STAT_STR, self.STAT_STR, self.STAT_DEX }
end}
Autolevel:registerScheme{ name = "dexmage", levelup = function(self)
learnStats(self, { self.STAT_MAG, self.STAT_MAG, self.STAT_DEX, self.STAT_DEX })
self:learnStats{ self.STAT_MAG, self.STAT_MAG, self.STAT_DEX, self.STAT_DEX }
end}
Autolevel:registerScheme{ name = "snake", levelup = function(self)
learnStats(self, { self.STAT_CUN, self.STAT_DEX, self.STAT_CON, self.STAT_CUN, self.STAT_DEX, self.STAT_STR })
self:learnStats{ self.STAT_CUN, self.STAT_DEX, self.STAT_CON, self.STAT_CUN, self.STAT_DEX, self.STAT_STR }
end}
Autolevel:registerScheme{ name = "spider", levelup = function(self)
learnStats(self, { self.STAT_CUN, self.STAT_WIL, self.STAT_MAG, self.STAT_DEX, self.STAT_DEX })
self:learnStats{ self.STAT_CUN, self.STAT_WIL, self.STAT_MAG, self.STAT_DEX, self.STAT_DEX }
end}
......@@ -45,7 +45,7 @@ newBirthDescriptor{
"Archer",
"Their most important stats are: Dexterity and Strength",
},
stats = { dex=3, str=2, con=1, },
stats = { dex=7, str=4, con=1, },
talents_types = {
["technique/archery-training"]={true, 0.3},
["technique/archery-utility"]={true, 0.3},
......@@ -59,8 +59,9 @@ newBirthDescriptor{
},
talents = {
[ActorTalents.T_SHOOT] = 1,
[ActorTalents.T_AMMO_CREATION] = 1,
[ActorTalents.T_STEADY_SHOT] = 1,
[ActorTalents.T_BOW_MASTERY] = 1,
[ActorTalents.T_BOW_MASTERY] = 2,
[ActorTalents.T_WEAPON_COMBAT] = 1,
},
copy = {
......@@ -78,7 +79,7 @@ newBirthDescriptor{
"Slinger",
"Their most important stats are: Dexterity and Cunning",
},
stats = { dex=3, str=2, con=1, },
stats = { dex=7, str=4, con=1, },
talents_types = {
["technique/archery-training"]={true, 0.3},
["technique/archery-utility"]={true, 0.3},
......@@ -92,8 +93,9 @@ newBirthDescriptor{
},
talents = {
[ActorTalents.T_SHOOT] = 1,
[ActorTalents.T_AMMO_CREATION] = 1,
[ActorTalents.T_STEADY_SHOT] = 1,
[ActorTalents.T_SLING_MASTERY] = 1,
[ActorTalents.T_SLING_MASTERY] = 2,
[ActorTalents.T_WEAPON_COMBAT] = 1,
},
copy = {
......
......@@ -49,7 +49,7 @@ newBirthDescriptor{
"Competent in both weapon and shield combat and magic they usually burn their foes from afar before engaging in melee.",
"Their most important stats are: Strength and Magic",
},
stats = { mag=3, str=3, },
stats = { mag=5, str=7, },
talents_types = {
["technique/shield-offense"]={true, 0.1},
["technique/combat-techniques-active"]={false, 0.1},
......@@ -63,8 +63,9 @@ newBirthDescriptor{
},
talents = {
[ActorTalents.T_SEARING_LIGHT] = 1,
[ActorTalents.T_WEAPON_OF_LIGHT] = 1,
[ActorTalents.T_WEAPON_OF_LIGHT] = 2,
[ActorTalents.T_WEAPON_COMBAT] = 1,
[ActorTalents.T_CHANT_OF_FORTITUDE] = 1,
[ActorTalents.T_HEAVY_ARMOUR_TRAINING] = 1,
},
copy = {
......@@ -88,7 +89,7 @@ newBirthDescriptor{
"Masters of sun and moon magic they usually burn their foes with sun rays before calling the fury of the stars.",
"Their most important stats are: Magic and Cunning",
},
stats = { mag=4, cun=2, },
stats = { mag=8, cun=4, },
talents_types = {
["cunning/survival"]={false, 0.1},
["divine/sun"]={true, 0.3},
......@@ -102,7 +103,8 @@ newBirthDescriptor{
talents = {
[ActorTalents.T_SEARING_LIGHT] = 1,
[ActorTalents.T_MOONLIGHT_RAY] = 1,
[ActorTalents.T_HYMN_OF_SHADOWS] = 1,
[ActorTalents.T_HYMN_OF_SHADOWS] = 2,
[ActorTalents.T_CHANT_OF_FORTITUDE] = 1,
[ActorTalents.T_TWILIGHT] = 1,
},
copy = {
......
......@@ -54,7 +54,7 @@ newBirthDescriptor{
"Archmagi know all schools of magic but the more intricate (Temporal and Meta) from the start. They however usually refuse to have anything to do with Necromancy.",
"Their most important stats are: Magic and Willpower",
},
stats = { mag=3, wil=2, cun=1, },
stats = { mag=7, wil=4, cun=1, },
talents_types = {
["spell/arcane"]={true, 0.3},
["spell/fire"]={true, 0.3},
......@@ -71,9 +71,10 @@ newBirthDescriptor{
},
talents = {
[ActorTalents.T_ARCANE_POWER] = 1,
[ActorTalents.T_FLAME] = 1,
[ActorTalents.T_FLAME] = 2,
[ActorTalents.T_LIGHTNING] = 1,
[ActorTalents.T_PHASE_DOOR] = 1,
[ActorTalents.T_CORROSIVE_VAPOUR] = 1,
},
copy = {
max_life = 90,
......
......@@ -51,7 +51,7 @@ newBirthDescriptor{
"Rogues usually prefer to dual-wield daggers. They can also become trapping experts, from detecting and disarming traps to setting them.",
"Their most important stats are: Dexterity and Cunning",
},
stats = { dex=2, str=1, cun=3, },
stats = { dex=4, str=1, cun=7, },
talents_types = {
["technique/dualweapon-attack"]={true, 0.3},
["technique/dualweapon-training"]={true, 0.3},
......@@ -65,10 +65,11 @@ newBirthDescriptor{
["cunning/survival"]={true, 0.3},
},
talents = {
[ActorTalents.T_STEALTH] = 1,
[ActorTalents.T_STEALTH] = 2,
[ActorTalents.T_WEAPON_COMBAT] = 1,
[ActorTalents.T_LETHALITY] = 1,
[ActorTalents.T_DUAL_STRIKE] = 1,
[ActorTalents.T_DUAL_WEAPON_TRAINING] = 1,
},
}
......@@ -81,7 +82,7 @@ newBirthDescriptor{
"They use the schools of Phantasm, Temporal, Divination and Conveyance magic to enhance their arts.",
"Their most important stats are: Dexterity, Cunning and Magic",
},
stats = { dex=2, mag=2, cun=2, },
stats = { dex=4, mag=4, cun=4, },
talents_types = {
["spell/phantasm"]={true, 0},
["spell/temporal"]={false, 0},
......@@ -99,10 +100,11 @@ newBirthDescriptor{
["cunning/shadow-magic"]={true, 0.3},
},
talents = {
[ActorTalents.T_DUAL_STRIKE] = 1,
[ActorTalents.T_DUAL_STRIKE] = 2,
[ActorTalents.T_SHADOW_COMBAT] = 1,
[ActorTalents.T_KNIFE_MASTERY] = 1,
[ActorTalents.T_PHASE_DOOR] = 1,
[ActorTalents.T_LETHALITY] = 1,
},
copy = {
resolvers.inventory{ id=true,
......
......@@ -47,7 +47,7 @@ newBirthDescriptor{
"A good Fighter is able to withstand terrible attacks from all sides, protected by their shield, and when the time comes they lash out at their foes with incredible strength.",
"Their most important stats are: Strength and Dexterity",
},
stats = { str=3, con=2, dex=1, },
stats = { str=7, con=2, dex=3, },
talents_types = {
["technique/shield-offense"]={true, 0.3},
["technique/shield-defense"]={true, 0.3},
......@@ -62,9 +62,9 @@ newBirthDescriptor{
["cunning/dirty"]={false, 0},
},
talents = {
[ActorTalents.T_SHIELD_PUMMEL] = 1,
[ActorTalents.T_SHIELD_PUMMEL] = 2,
[ActorTalents.T_SHIELD_WALL] = 1,
[ActorTalents.T_WEAPON_COMBAT] = 1,
[ActorTalents.T_WEAPON_COMBAT] = 2,
[ActorTalents.T_HEAVY_ARMOUR_TRAINING] = 1,
},
copy = {
......@@ -84,7 +84,7 @@ newBirthDescriptor{
"A Berserker usually forfeits all ideas of self-defense to concentrate on what they do best: killing things.",
"Their most important stats are: Strength and Constitution",
},
stats = { str=3, con=2, dex=1, },
stats = { str=7, con=4, dex=1, },
talents_types = {
["technique/shield-offense"]={false, -0.1},
["technique/shield-defense"]={false, -0.1},
......@@ -100,8 +100,8 @@ newBirthDescriptor{
},
talents = {
[ActorTalents.T_BERSERKER] = 1,
[ActorTalents.T_STUNNING_BLOW] = 1,
[ActorTalents.T_WEAPON_COMBAT] = 1,
[ActorTalents.T_STUNNING_BLOW] = 2,
[ActorTalents.T_WEAPON_COMBAT] = 2,
[ActorTalents.T_HEAVY_ARMOUR_TRAINING] = 1,
},
copy = {
......@@ -122,7 +122,7 @@ newBirthDescriptor{
"They are adept at two-handed weapons, for the sheer destruction they can bring.",
"Their most important stats are: Strength, Dexterity and Magic",
},
stats = { mag=2, str=2, dex=2},
stats = { mag=4, str=4, dex=4},
talents_types = {
["spell/fire"]={true, 0.1},
["spell/air"]={true, 0.1},
......@@ -139,8 +139,9 @@ newBirthDescriptor{
talents = {
[ActorTalents.T_ARCANE_COMBAT] = 1,
[ActorTalents.T_FLAME] = 1,
[ActorTalents.T_FIERY_HANDS] = 1,
[ActorTalents.T_STUNNING_BLOW] = 1,
[ActorTalents.T_WEAPON_COMBAT] = 1,
[ActorTalents.T_WEAPON_COMBAT] = 2,
},
copy = {
max_life = 100,
......
......@@ -45,7 +45,7 @@ newBirthDescriptor{
"Summons can range from a combat hound to a fire drake.",
"Their most important stats are: Willpower and Cunning",
},
stats = { wil=3, cun=2, con=1, },
stats = { wil=7, cun=4, con=1, },
talents_types = {
["wild-gift/call"]={true, 0.2},
["wild-gift/summon-melee"]={true, 0.3},
......@@ -58,10 +58,11 @@ newBirthDescriptor{
["technique/combat-training"]={false, 0},
},
talents = {
[ActorTalents.T_WAR_HOUND] = 1,
[ActorTalents.T_WAR_HOUND] = 2,
[ActorTalents.T_FIRE_IMP] = 1,
[ActorTalents.T_MEDITATION] = 1,
[ActorTalents.T_TRAP_DETECTION] = 1,
[ActorTalents.T_RAGE] = 1,
},
copy = {
max_life = 90,
......@@ -81,7 +82,7 @@ newBirthDescriptor{
"They have access to talents normally belonging to the various kind of drakes.",
"Their most important stats are: Strength and Willpower",
},
stats = { str=3, wil=2, dex=1, },
stats = { str=7, wil=4, dex=1, },
talents_types = {
["wild-gift/call"]={true, 0.2},
["wild-gift/sand-drake"]={true, 0.3},
......@@ -95,10 +96,11 @@ newBirthDescriptor{
["technique/combat-training"]={true, 0},
},
talents = {
[ActorTalents.T_ICE_CLAW] = 1,
[ActorTalents.T_ICE_CLAW] = 2,
[ActorTalents.T_BELLOWING_ROAR] = 1,
[ActorTalents.T_MEDITATION] = 1,
[ActorTalents.T_AXE_MASTERY] = 1,
[ActorTalents.T_WEAPON_COMBAT] = 1,
},
copy = {
max_life = 110,
......
......@@ -43,8 +43,6 @@ newBirthDescriptor{
body = { INVEN = 1000, QS_MAINHAND = 1, QS_OFFHAND = 1, MAINHAND = 1, OFFHAND = 1, FINGER = 2, NECK = 1, LITE = 1, BODY = 1, HEAD = 1, HANDS = 1, FEET = 1, TOOL = 1, QUIVER = 1 },
copy = {
shader = "unique_glow", textures = { function() local n = core.noise.new(3); return n:makeTexture3D(64, 64, 64, 0, 0, 0), true end },
-- Mages are unheard of at first, nobody but them regenerates mana
mana_rating = 6,
mana_regen = 0,
......
......@@ -20,7 +20,6 @@
newEntity{
define_as = "WATER_FLOOR",
name = "underwater", image = "terrain/water_floor.png",
-- shader = "water", textures = { function() return core.noise.new(3):makeTexture3D("simplex", 128, 128, 128, 4, 0, 0, 0), true end },
display = '.', color=colors.LIGHT_BLUE, back_color=colors.DARK_BLUE,
air_level = -5, air_condition="water",
}
......@@ -28,7 +27,6 @@ newEntity{
newEntity{
define_as = "WATER_WALL",
name = "wall", image = "terrain/water_wall.png",
-- shader = "water", textures = { function() return core.noise.new(3):makeTexture3D("simplex", 128, 128, 128, 4, 0, 0, 0), true end },
display = '#', color=colors.AQUAMARINE, back_color=colors.DARK_BLUE,
always_remember = true,
can_pass = {pass_wall=1},
......@@ -40,16 +38,16 @@ newEntity{
newEntity{
define_as = "SHALLOW_WATER",
name = "shallow water", image = "terrain/water_floor.png",
-- shader = "water", textures = { function() return core.noise.new(3):makeTexture3D("simplex", 128, 128, 128, 4, 0, 0, 0), true end },
display = '~', color=colors.LIGHT_BLUE, back_color=colors.DARK_BLUE,
shader = "water", textures = { function() return _3DNoise, true end },
always_remember = true,
}
newEntity{
define_as = "DEEP_WATER",
name = "deep water", image = "terrain/water_floor.png",
-- shader = "water", textures = { function() return core.noise.new(3):makeTexture3D("simplex", 128, 128, 128, 4, 0, 0, 0), true end },
display = '~', color=colors.AQUAMARINE, back_color=colors.DARK_BLUE,
shader = "water", textures = { function() return _3DNoise, true end },
always_remember = true,
air_level = -5, air_condition="water",
}
......@@ -4,12 +4,12 @@ uniform sampler3D noisevol;
uniform vec4 color;
uniform float tick;
int blursize = 5;
int blursize = 7;
vec2 texSize = vec2(32,32);
void main(void)
{
float fTime0_1 = tick / 1000;
float fTime0_1 = tick / 5000;
vec2 offset = 1.0/texSize;
// Center Pixel
......@@ -25,6 +25,7 @@ void main(void)
sample += texture2D(tex, vec2(gl_TexCoord[0].xy+vec2(float(i)*offset.x, float(j)*offset.y)));
}
}
sample /= float((blursize*2) * (blursize*2));
float a = 1.0-center.a;
......
......@@ -22,7 +22,7 @@ return {
vert = nil,
args = {
noisevol = { texture = 1 },
color = color or {1,0,1,1},
color = color or {1,1,1,1},
-- texSize = size or {32, 32},
},
clone = false,
......
uniform float tick;
uniform sampler3D noisevol;
uniform vec2 mapCoord;
uniform vec4 displayColor;
uniform vec4 color1;
uniform vec4 color2;
......@@ -15,5 +16,5 @@ void main(void)
float bump = 1.0-abs((2.0 * noise)-1.0);
bump *= bump - 0.3;
gl_FragColor = mix(color1, color2, bump);
gl_FragColor = mix(color1, color2, bump) * displayColor;
}
......@@ -20,9 +20,9 @@
-- The far east on Arda
quickEntity('w', {always_remember = true, show_tooltip=true, name='Sun Wall', display='^', color=colors.GOLD, back_color=colors.CRIMSON, image="terrain/mountain.png", tint=colors.GOLD, block_move=true})
quickEntity('=', {always_remember = true, show_tooltip=true, name='the great sea', display='~', color=colors.DARK_BLUE, back_color=colors.BLUE, image="terrain/river.png", block_move=true})
quickEntity('=', {always_remember = true, show_tooltip=true, name='the great sea', display='~', color=colors.DARK_BLUE, back_color=colors.BLUE, image="terrain/river.png", block_move=true, shader = "water", textures = { function() return _3DNoise, true end }, })
quickEntity(' ', {always_remember = true, show_tooltip=true, name='plains', display='.', color=colors.LIGHT_GREEN, back_color=colors.DARK_GREEN, image="terrain/grass.png", can_encounter="plain", equilibrium_level=-10})
quickEntity('~', {always_remember = true, show_tooltip=true, name='river', display='~', color={r=0, g=80, b=255}, back_color=colors.BLUE, image="terrain/river.png", can_encounter="plain", equilibrium_level=-10})
quickEntity('~', {always_remember = true, show_tooltip=true, name='river', display='~', color={r=0, g=80, b=255}, back_color=colors.BLUE, image="terrain/river.png", can_encounter="plain", equilibrium_level=-10, shader = "water", textures = { function() return _3DNoise, true end }, })
quickEntity('s', {always_remember = true, show_tooltip=true, name='desert', display='.', color={r=203,g=189,b=72}, back_color={r=163,g=149,b=42}, image="terrain/sand.png", can_encounter="desert", equilibrium_level=-10})
quickEntity('t', {always_remember = true, show_tooltip=true, name='forest', display='#', color=colors.LIGHT_GREEN, back_color=colors.DARK_GREEN, image="terrain/tree.png", block_move=true})
quickEntity('p', {always_remember = true, show_tooltip=true, name='oasis', display='#', color=colors.LIGHT_GREEN, back_color={r=163,g=149,b=42}, image="terrain/palmtree.png", block_move=true})
......
......@@ -29,20 +29,16 @@ quickEntity('t', {show_tooltip=true, name='forest', display='#', color=colors.LI
quickEntity('l', {show_tooltip=true, name='Lorien', display='#', color=colors.GOLD, back_color=colors.DARK_GREEN, image="terrain/lorien.png", block_move=true})
quickEntity('v', {show_tooltip=true, name='old forest', display='#', color=colors.GREEN, back_color=colors.DARK_GREEN, image="terrain/tree_dark1.png", block_move=true})
quickEntity('i', {show_tooltip=true, name='iron mountains', display='^', color=colors.SLATE, back_color=colors.UMBER, image="terrain/mountain.png", block_move=true})
quickEntity('=', {show_tooltip=true, name='the great sea', display='~', color=colors.DARK_BLUE, back_color=colors.BLUE, image="terrain/river.png", block_move=true,
shader = "water", textures = { function() local n = core.noise.new(3); return n:makeTexture3D(128, 128, 128, 0, 0, 0), true end },
})
quickEntity('=', {show_tooltip=true, name='the great sea', display='~', color=colors.DARK_BLUE, back_color=colors.BLUE, image="terrain/river.png", block_move=true, shader = "water", textures = { function() return _3DNoise, true end }, })
quickEntity('.', {show_tooltip=true, name='plains', display='.', color=colors.LIGHT_GREEN, back_color=colors.DARK_GREEN, image="terrain/grass.png", can_encounter=true, equilibrium_level=-10})
quickEntity('g', {show_tooltip=true, name='Forodwaith, the cold lands', display='.', color=colors.LIGHT_BLUE, back_color=colors.BLUE, can_encounter=true, equilibrium_level=-10})
quickEntity('q', {show_tooltip=true, name='Icebay of Forochel', display=';', color=colors.LIGHT_BLUE, back_color=colors.BLUE, can_encounter=true, equilibrium_level=-10})
quickEntity('w', {show_tooltip=true, name='ash', display='.', color=colors.WHITE, back_color=colors.LIGHT_DARK, image="terrain/ash1.png", can_encounter=true})
quickEntity('&', {show_tooltip=true, name='hills', display='^', color=colors.GREEN, back_color=colors.DARK_GREEN, image="terrain/hills.png", can_encounter=true, equilibrium_level=-10})
quickEntity('h', {show_tooltip=true, name='low hills', display='^', color=colors.GREEN, back_color=colors.DARK_GREEN, image="terrain/hills.png", can_encounter=true, equilibrium_level=-10})
quickEntity(' ', {show_tooltip=true, name='sea of Rhun', display='~', color=colors.BLUE, back_color=colors.BLUE, image="terrain/river.png", block_move=true})
quickEntity('_', {show_tooltip=true, name='river', display='~', color={r=0, g=80, b=255}, back_color=colors.BLUE, image="terrain/river.png", can_encounter=true, equilibrium_level=-10})
quickEntity('~', {show_tooltip=true, name='Anduin river', display='~', color={r=0, g=30, b=255}, back_color=colors.BLUE, image="terrain/river.png", can_encounter=true, equilibrium_level=-10})
quickEntity(' ', {show_tooltip=true, name='sea of Rhun', display='~', color=colors.BLUE, back_color=colors.BLUE, image="terrain/river.png", block_move=true, shader = "water", textures = { function() return _3DNoise, true end }, })
quickEntity('_', {show_tooltip=true, name='river', display='~', color={r=0, g=80, b=255}, back_color=colors.BLUE, image="terrain/river.png", can_encounter=true, equilibrium_level=-10, shader = "water", textures = { function() return _3DNoise, true end }, })
quickEntity('~', {show_tooltip=true, name='Anduin river', display='~', color={r=0, g=30, b=255}, back_color=colors.BLUE, image="terrain/river.png", can_encounter=true, equilibrium_level=-10, shader = "water", textures = { function() return _3DNoise, true end }, })
quickEntity('-', {show_tooltip=true, name='plains', display='.', color=colors.LIGHT_GREEN, back_color=colors.DARK_GREEN, image="terrain/grass.png", can_encounter=true, equilibrium_level=-10})
quickEntity('|', {show_tooltip=true, name='plains', display='.', color=colors.LIGHT_GREEN, back_color=colors.DARK_GREEN, image="terrain/grass.png", can_encounter=true, equilibrium_level=-10})
quickEntity('x', {show_tooltip=true, name='plains', display='.', color=colors.LIGHT_GREEN, back_color=colors.DARK_GREEN, image="terrain/grass.png", can_encounter=true, equilibrium_level=-10})
......
......@@ -39,6 +39,7 @@ newEntity{ define_as = "GREATER_MUMMY_LORD",
rank = 4,
size_category = 2,
open_door = true,
move_others=true,
infravision = 20,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1, HEAD=1, },
......
......@@ -29,6 +29,7 @@ newEntity{ define_as = "UNGOLE", base = "BASE_NPC_SPIDER",
stats = { str=25, dex=10, cun=47, mag=10, con=20 },
rank = 4,
size_category = 4,
move_others=true,
infravision = 20,
combat_armor = 17, combat_def = 17,
......
......@@ -39,6 +39,7 @@ newEntity{ define_as = "RANTHA_THE_WORM",
size_category = 5,
combat_armor = 17, combat_def = 14,
infravision = 20,
move_others=true,
resists = { [DamageType.FIRE] = -20, [DamageType.COLD] = 100 },
......
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