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 Post subject: NPC: ghouls
PostPosted: Thu Mar 11, 2010 12:03 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
ghouls...

already in:
- ghoul
- ghast
- ghoulking

to be added:
- none

need a disease attack implemented, combining slow and poison.

discuss:

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 Post subject: Re: NPC: ghouls
PostPosted: Thu Mar 11, 2010 12:04 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
Code:
local Talents = require("engine.interface.ActorTalents")

newEntity{
   define_as = "BASE_NPC_GHOUL",
   type = "undead", subtype = "ghoul",
   display = "z", color=colors.WHITE,

   combat = { dam=1, atk=1, apr=1 },

   body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
   drops = resolvers.drops{chance=70, nb=1, {{type="money"}} },
   autolevel = "warrior",
   ai = "dumb_talented_simple", ai_state = { talent_in=4, },
   energy = { mod=1 },
   stats = { str=14, dex=12, mag=10, con=12 },

   tmasteries = resolvers.tmasteries{ ["technique/other"]=0.3, },

   blind_immune = 1,
   see_invisible = 2,
   undead = 1,
}

newEntity{ base = "BASE_NPC_GHOUL",
   name = "ghoul", color=colors.TAN,
   desc = [[Flesh is falling off in chunks from this decaying abomination.]],
   level_range = {7, 50}, exp_worth = 1,
   rarity = 5,
   max_life = resolvers.rngavg(90,100),
   combat_armor = 2, combat_def = 7,
   talents = resolvers.talents{ [Talents.T_STAMINA_POOL]=1, [Talents.T_STUN]=1, [Talents.T_BITE_POISON]=1, }, -- [Talents.DRAIN_CON]=1, },
   ai_state = { talent_in=4, },

   combat = { dam=5, atk=5, apr=3, damtype=DamageType.DISEASE, },
}

newEntity{ base = "BASE_NPC_GHOUL",
   name = "ghast", color=colors.UMBER,
   desc = [[This vile abomination is a relative of ghouls, and often leads packs of them. It smells foul, and its bite carries a rotting disease.]],
   level_range = {10, 50}, exp_worth = 1,
   rarity = 7,
   max_life = resolvers.rngavg(90,100),
   combat_armor = 2, combat_def = 8,
   ai_state = { talent_in=3, },

   combat = { dam=7, atk=6, apr=3, damtype=DamageType.DISEASE, },
   
   summon = {{type="undead", subtype="ghoul", name="ghoul", number=1, hasxp=true}, },
   talents = resolvers.talents{ [Talents.T_STAMINA_POOL]=1, [Talents.T_STUN]=2, [Talents.T_BITE_POISON]=2,  [Talents.T_SUMMON]=1 }, -- [Talents.DRAIN_CON]=1, [Talents.T_DRAIN_DEX]=1, },
}

newEntity{ base = "BASE_NPC_GHOUL",
   name = "ghoulking", color={0,0,0},
   desc = [[Stench rises from this rotting abomination, its brow is adorned with gold, and it moves at you with hatred gleaming from its eyes.]],
   level_range = {15, 50}, exp_worth = 1,
   rarity = 10,
   max_life = resolvers.rngavg(90,100),
   combat_armor = 3, combat_def = 10,
   ai_state = { talent_in=2, },

   combat = { dam=10, atk=8, apr=4, damtype=DamageType.DISEASE, },
   
   summon = {
      {type="undead", subtype="ghoul", name="ghoul", number=1, hasxp=true},
      {type="undead", subtype="ghoul", name="ghast", number=1, hasxp=true},
   },

   talents = resolvers.talents{ [Talents.T_STAMINA_POOL]=1, [Talents.T_STUN]=3, [Talents.T_BITE_POISON]=3,  [Talents.T_SUMMON]=1 }, -- [Talents.T_DRAIN_CON]=1, [Talents.T_DRAIN_DEX]=1, [Talents.T_DRAIN_STR]=1, },
}

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 Post subject: Re: NPC: ghouls
PostPosted: Thu Mar 11, 2010 12:27 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
ok... saw that I didnt put up the load talents thing... fixed now :P

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 Post subject: Re: NPC: ghouls
PostPosted: Thu Mar 11, 2010 10:14 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
What does damagetype DISEASE should do ?

I am additing a rotting disease temporary effect that drains CON and does damage over time.
I think poisons & diseases chould be their own kind of temporary effects (currently there are only physical or magical, I'll add disease and poison as types).
So feel free to invent fun poisons & diseases :)

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 Post subject: Re: NPC: ghouls
PostPosted: Thu Mar 11, 2010 10:55 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10479
Location: Angolwen
Oh BTW, I jsut noticed now, but for many actors, when they do not use real weapons they combat field should probably have a dammod property, like:
Quote:
dammod={str=0.8}

This will add 80% of their strength to their damage, otherwise they just wont do any damage against high level lpayers.
I have added it at 0.6 for ghouls, but most other types need it too.
Although other kind of mobs can be based on something else than str, I imagine ants could levelup with dex and use dex as dammod.

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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