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 Post subject: NPC: jellies
PostPosted: Fri Jan 29, 2010 11:49 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
ok... here are the jellies... they are much like their counterparts the oozes, only these can't move (oozes can).

they will eventually get their respective attacks...

found in:
- amon sul
- maze

Monsters in:
- red jelly (fire
- green jelly (poison
- blue jelly (cold)
- white jelly (light)
- black jelly (acid)
- yellow jelly (lightning)

needs to be put in:
- silver jelly
- rot jelly
- undead mass

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 Post subject: Re: NPC: jellies
PostPosted: Wed Feb 03, 2010 5:59 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
Code:
-- last updated:  10:00 AM 2/3/2010

local Talents = require("engine.interface.ActorTalents")

newEntity{
   define_as = "BASE_NPC_JELLY",
   type = "immovable", subtype = "jelly",
   display = "j", color=colors.WHITE,
   desc = "A strange blob on the dungeon floor.",
   body = { INVEN = 10 },
   autolevel = "warrior",
   ai = "dumb_talented_simple", ai_state = { talent_in=1, },
   stats = { str=10, dex=15, mag=3, con=10 },
   energy = { mod=1 },
   combat_armor = 1, combat_def = 1,
   never_move = 1,

   resists = { [DamageType.LIGHT] = -50 },
}

newEntity{ base = "BASE_NPC_JELLY",
   name = "green jelly", color=colors.GREEN,
   desc = "A strange green blob on the dungeon floor.",
   level_range = {1, 25}, exp_worth = 1,
   rarity = 4,
   max_life = resolvers.rngavg(5,9),
   combat = { dam=5, atk=15, apr=5, damtype=DamageType.POISON },
}

newEntity{ base = "BASE_NPC_JELLY",
   name = "red jelly", color=colors.RED,
   desc = "A strange red blob on the dungeon floor.",
   level_range = {1, 25}, exp_worth = 1,
   rarity = 4,
   max_life = resolvers.rngavg(5,9),
   combat = { dam=5, atk=15, apr=5, damtype=DamageType.FIRE },
}

newEntity{ base = "BASE_NPC_JELLY",
   name = "blue jelly", color=colors.BLUE,
   desc = "A strange blue blob on the dungeon floor.",
   level_range = {1, 25}, exp_worth = 1,
   rarity = 4,
   max_life = resolvers.rngavg(5,9),
   combat = { dam=5, atk=15, apr=5, damtype=DamageType.COLD },
}

newEntity{ base = "BASE_NPC_JELLY",
   name = "white jelly", color=colors.WHITE,
   desc = "A strange white blob on the dungeon floor.",
   level_range = {1, 25}, exp_worth = 1,
   rarity = 4,
   max_life = resolvers.rngavg(5,9),
   combat = { dam=5, atk=15, apr=5 },
}

newEntity{ base = "BASE_NPC_JELLY",
   name = "yellow jelly", color=colors.YELLOW,
   desc = "A strange yellow blob on the dungeon floor.",
   level_range = {1, 25}, exp_worth = 1,
   rarity = 4,
   max_life = resolvers.rngavg(5,9),
   combat = { dam=5, atk=15, apr=5, damtype=DamageType.LIGHTNING },
}

newEntity{ base = "BASE_NPC_JELLY",
   name = "black jelly", color=colors.BLACK,
   desc = "A strange black blob on the dungeon floor.",
   level_range = {1, 25}, exp_worth = 1,
   rarity = 4,
   max_life = resolvers.rngavg(5,9),
   combat = { dam=5, atk=15, apr=5, damtype=DamageType.ACID },
}

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 Post subject: Re: NPC: jellies
PostPosted: Wed Feb 03, 2010 6:02 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
I know this is a bit early... but:

- rot jellies will need a non-permanent chr reducing attack
- undead masses will need a non-permanent con reducing attack

also there could be temp stat drain stuff too (for traps and whatnot)

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 Post subject: Re: NPC: jellies
PostPosted: Thu Feb 04, 2010 3:05 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
For damage type do:
Quote:
combat = { dam=5, atk=15, apr=5, damtype=DamageType.FIRE },


Yes stat drain is good :)
Tell me when you need them

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 Post subject: Re: NPC: jellies
PostPosted: Thu Feb 04, 2010 4:30 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
want me to change them now, or have you done so? (all it is is a simple find and replace all DamageType with damtype=DamageType)

or... do I need to input the whole combat array/struct over again? (I guess it depends on whether you use an array or a struct... I dont think a struct would need everything declared over again, an array probably would)

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 Post subject: Re: NPC: jellies
PostPosted: Thu Feb 04, 2010 4:56 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
I'll change them but can you update your post for future reference too ?

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--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: NPC: jellies
PostPosted: Thu Feb 04, 2010 5:16 pm 
Offline
Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
I'll try ;)

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