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PostPosted: Fri Feb 05, 2010 3:39 am 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
not really sure of the filename... I have mine in fighter.lua but that is kinda ambiguous (you can decide dg)

already in:
- adventurer (x2)
- warrior (x2)
- soldier (x2)
- guard (maybe rename to town guard) (fighter)
- fencer (fighter)
- berserker (berserker?)

needs to be put in:
- executioner (berserker)

these are the sword and shield fighters... berserkers will get their own file (most names will be the same :P just different equipment and talents)

I have not tested these... :/ sorry... don't have much time.

discuss below:

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PostPosted: Fri Feb 05, 2010 3:41 am 
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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: 7:33 PM 2/4/2010

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

newEntity{
   define_as = "BASE_NPC_FIGHTER",
   type = "humanoid", subtype = "human",
   display = "p", color=colors.UMBER,

   body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
   drops = resolvers.drops{chance=20, nb=1, {} },
   equipment = resolvers.equip{ {type="weapon", subtype="longsword"}, {type="armor", subtype="shield"} },

   max_stamina = 100,

   autolevel = "warrior",
   ai = "dumb_talented_simple", ai_state = { talent_in=5, },
   energy = { mod=1 },
   stats = { str=12, dex=8, mag=6, cun=10, con=14 },

   tmasteries = resolvers.tmasteries{ ["technique/shield-offense"]=0.3, ["technique/shield-defense"]=0.3, ["technique/combat-training"]=0.3, },
}

newEntity{ base = "BASE_NPC_FIGHTER",
   name = "adventurer", color=colors.UMBER,
   desc = [[He watches you warily as you approach, he has seen too many thieves around.]],
   equipment = resolvers.equip{ {type="armor", subtype="light"} },
   level_range = {1, 50}, exp_worth = 1,
   rarity = 5,
   combat_armor = 3, combat_def = 5,
   max_life = resolvers.rngavg(60,80),
   talents = resolvers.talents{ [Talents.T_ASSAULT]=1, },
}

newEntity{ base = "BASE_NPC_FIGHTER",
   name = "warrior", color=colors.UMBER,
   desc = [[Once paid to remove the thieves from the land, he now has turned to ill-gotten gains.]],
   equipment = resolvers.equip{ {type="armor", subtype="heavy"} },
   level_range = {2, 50}, exp_worth = 1,
   rarity = 5,
   combat_armor = 6, combat_def = 5,
   talents = resolvers.talents{ [Talents.T_ASSAULT]=1, [Talents.T_OVERPOWER]=1, },
   max_life = resolvers.rngavg(70,90),
}

newEntity{ base = "BASE_NPC_FIGHTER",
   name = "soldier", color=colors.UMBER,
   desc = [[No stranger to the blade, the soldier aims a practiced swing at you.]],
   equipment = resolvers.equip{ {type="armor", subtype="massive"} },
   level_range = {3, 50}, exp_worth = 1,
   rarity = 5,
   combat_armor = 7, combat_def = 3,
   talents = resolvers.talents{ [Talents.T_OVERPOWER]=2, [Talents.T_ASSAULT]=2, },
   max_life = resolvers.rngavg(70,90),
}

newEntity{ base = "BASE_NPC_FIGHTER",
   name = "guard", color=colors.SLATE,
   desc = [[Lost and nearly mad, the town guard swings his sword at you.]],
   equipment = resolvers.equip{ {type="armor", subtype="heavy"} },
   level_range = {5, 50}, exp_worth = 1,
   rarity = 7,
   combat_armor = 6, combat_def = 6,
   max_life = resolvers.rngavg(80,100),
   summon = { {type="human", subtype="fighter", name="guard", number=1, hasxp=true}, },
   talents = resolvers.talents{ [Talents.T_SHIELD_WALL]=2, [Talents.T_SHIELD_EXPERTISE]=3, [Talents.T_SUMMON]=1, [Talents.T_LAST_STAND]=1 },
}

newEntity{ base = "BASE_NPC_FIGHTER",
   name = "fencer", color=colors.SLATE,
   desc = [[En Garde!]],
   equipment = resolvers.equip{ {type="armor", subtype="light"} },
   level_range = {12, 50}, exp_worth = 1,
   rarity = 12,
   combat_armor = 3, combat_def = 10,
   talents = resolvers.talents{ [Talents.T_PRECISION]=3, [Talents.T_RIPOSTE]=4, [Talents.T_SHIELD_EXPERTISE]=2, [Talents.T_OVERPOWER]=2, },
   max_life = resolvers.rngavg(60,80),
}

--        BERSERKERS
--TWO-HANDED WEAPON FIGHTERS

newEntity{
   define_as = "BASE_NPC_BERSERKER",
   type = "human", subtype = "berserker",
   display = "p", color=colors.UMBER,

   body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
   drops = resolvers.drops{chance=20, nb=1, {} },
   equipment = resolvers.equip{ {type="weapon", subtype="greatsword"}, },

   max_stamina = 100,

   autolevel = "warrior",
   ai = "dumb_talented_simple", ai_state = { talent_in=5, },
   energy = { mod=1 },
   stats = { str=14, dex=8, mag=6, cun=10, con=12 },

   tmasteries = resolvers.tmasteries{ ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3, ["technique/combat-training"]=0.3, },
}

newEntity{ base = "BASE_NPC_BERSERKER",
   name = "adventurer", color=colors.UMBER,
   desc = [[He watches you warily as you approach, he has seen too many thieves around.]],
   equipment = resolvers.equip{ {type="armor", subtype="light"} },
   level_range = {1, 50}, exp_worth = 1,
   rarity = 5,
   combat_armor = 3, combat_def = 5,
   max_life = resolvers.rngavg(60,80),
   talents = resolvers.talents{ [Talents.T_STUNNING_BLOW]=1, },
}

newEntity{ base = "BASE_NPC_BERSERKER",
   name = "warrior", color=colors.UMBER,
   desc = [[Once paid to remove the thieves from the land, he now has turned to ill-gotten gains.]],
   equipment = resolvers.equip{ {type="armor", subtype="heavy"} },
   level_range = {2, 50}, exp_worth = 1,
   rarity = 5,
   combat_armor = 6, combat_def = 5,
   talents = resolvers.talents{ [Talents.T_WARSHOUT]=1, [Talents.T_STUNNING_BLOW]=1, },
   max_life = resolvers.rngavg(70,90),
}

newEntity{ base = "BASE_NPC_BERSERKER",
   name = "soldier", color=colors.UMBER,
   desc = [[No stranger to the blade, the soldier aims a practiced swing at you.]],
   equipment = resolvers.equip{ {type="armor", subtype="massive"} },
   level_range = {3, 50}, exp_worth = 1,
   rarity = 5,
   combat_armor = 7, combat_def = 3,
   talents = resolvers.talents{ [Talents.T_WARSHOUT]=2, [Talents.T_STUNNING_BLOW]=2, [Talents.T_SUNDER_ARMOUR]=1, },
   max_life = resolvers.rngavg(70,90),
}

newEntity{ base = "BASE_NPC_BERSERKER",
   name = "berserker", color=colors.UMBER,
   desc = [[This mad man knows no fear... he attacks in a frenzy of power!]],
   equipment = resolvers.equip{ {type="armor", subtype="light"} },
   level_range = {12, 50}, exp_worth = 1,
   rarity = 12,
   combat_armor = 3, combat_def = 10,
   life_regen=2,
   life_rating=11,
   talents = resolvers.talents{ [Talents.T_BERSERKER]=4, [Talents.T_DEATH_BLOW]=1, [Talents.T_WARSHOUT]=2, [Talents.T_STUNNING_BLOW]=2, [Talents.T_SUNDER_ARMOUR]=2, [Talents.T_SUNDER_ARMS]=2, [Talents.T_CRUSH]=2, },
   max_life = resolvers.rngavg(70,90),
}

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PostPosted: Fri Feb 05, 2010 4:04 am 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
do you want to combine both of these (this and the berserkers) into one file?

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PostPosted: Fri Feb 05, 2010 8:19 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
Yes you can merge them I think.

The subtype must be the race and the type "humanoid"

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PostPosted: Fri Feb 05, 2010 4:18 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
if I merge them how would I make the equipment variable (ie sword/shield or greatsword)?

right now I am leaning toward not merging them unless there is an easy way to do the above.

so if these cover all races, what do I do? (same goes for thieves and berserkers)

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PostPosted: Fri Feb 05, 2010 4:45 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
No I meant merge in the same file :)

For the race well most peiople should be humans I think and you could have a prefix ego for others maybe ?

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


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PostPosted: Fri Feb 05, 2010 4:54 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
oh.

I have been trying to do one base a file, but yeah... these are similar, and I suppose I could make them also one base and just move the equipment to both... want me to do that or have 2 bases? (stats are a tad different too?) (if you want 2 bases in one file... I suppose you could figure out how to do that :D and if I find they are in the same file next rft I will adjust it accordingly up here :))

the only other common races would be the orc/goblin/trollish races maybe elves (mostly overseas) and hobbits (all at home) would be rare... dwarves would be uncommon...

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PostPosted: Fri Feb 05, 2010 5:01 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
Just put both bases in :)
There is nothing magic there ;)

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


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PostPosted: Fri Feb 05, 2010 5:03 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... hence I decided to let you figure out how to add them both to the same file :P (I am mean)

dont worry... Ill eventually get around to copy/pasting the stuff online here... hopefully.

how do you want the files... bases first and then the other stuff (base1+2 stuff1+2) or base1-stuff1 base2-stuff2?

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PostPosted: Fri Feb 05, 2010 5:13 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
base1/stuff1, base2/stuff2 with some comments inbetween

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


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