NPC: thieves
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- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
NPC: thieves
not sure :/
locations:
- any/all? (maybe not the old forest, but they *could* be there too)
already in:
- cutpurse (name might be changed)
- rogue
- thief
- bandit
- bandit lord
- assassin
to be added:
- master thief?
- grand master thief?
I am not sure what the type/subtype should be.
discuss below.
locations:
- any/all? (maybe not the old forest, but they *could* be there too)
already in:
- cutpurse (name might be changed)
- rogue
- thief
- bandit
- bandit lord
- assassin
to be added:
- master thief?
- grand master thief?
I am not sure what the type/subtype should be.
discuss below.
Oliphant am I, and I never lie.
Re: NPC: thieves
They probably wont use stealth very well, activating and desactivating it randomly, Imust make the AI a tad smarter to not deactivate talents 
T_STEALTH not T_Stealth BTW
Dont give it T_STUN which is for monsters, you can give them humanoid talents juste like a player rogue.
Oh and give them 2 weapons

T_STEALTH not T_Stealth BTW

Dont give it T_STUN which is for monsters, you can give them humanoid talents juste like a player rogue.
Oh and give them 2 weapons

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

Re: NPC: thieves
as for type/subtype:
type="humanoid", subtype="race"
so humanoid/elf, humanoid/human, ...
type="humanoid", subtype="race"
so humanoid/elf, humanoid/human, ...
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: NPC: thieves
heh... I knew something was wrong... couldnt find it though :/ thanks 
so making it have 2 weapons would be right?
and should I halve the damage but then make their physspeed=0.5 to make it seem like they are attacking twice?
[edit] did the above if you didnt notice..
will work on adding talents now.

so making it have 2 weapons would be
Code: Select all
equipment = resolvers.equip{ {type="weapon", subtype="dagger"}, {type="weapon", subtype="dagger"} },
and should I halve the damage but then make their physspeed=0.5 to make it seem like they are attacking twice?
[edit] did the above if you didnt notice..

Oliphant am I, and I never lie.
Re: NPC: thieves
Yes taht makes 2 daggers, and it intelligently autowields them.
Idont undertsand why you want to make them faster though? they will naturally hit with both weapons just like the player.
(and the combat={} field is useless for npcs with weapons in hand).
You can check the log when it generates a level to see if the npc gets its equipment.
Idont undertsand why you want to make them faster though? they will naturally hit with both weapons just like the player.
(and the combat={} field is useless for npcs with weapons in hand).
You can check the log when it generates a level to see if the npc gets its equipment.
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: NPC: thieves
ok... thanks... hmmm...
question then...
when they are leveled do they automatically increase their talents?
or should I do that with resolvers.mbonus(x,y) (or whatever it is)
how does that work, the first number is what it is at lvl 50 (around there), what is the second number?
question then...
when they are leveled do they automatically increase their talents?
or should I do that with resolvers.mbonus(x,y) (or whatever it is)
how does that work, the first number is what it is at lvl 50 (around there), what is the second number?
Oliphant am I, and I never lie.
Re: NPC: thieves
No they dont up their talents, I think it would be too much. you should hardcode them for now.
mbonus(X, Y)
Y is a static part, so absically it looks like:
result = Y + randAt50(X)
mbonus(X, Y)
Y is a static part, so absically it looks like:
result = Y + randAt50(X)
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: NPC: thieves
Code: Select all
-- last updated: 9:25 AM 2/5/2010
local Talents = require("engine.interface.ActorTalents")
newEntity{
define_as = "BASE_NPC_THIEF",
type = "human", subtype = "human",
display = "p", color=colors.BLUE,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
drops = resolvers.drops{chance=20, nb=1, {} },
equipment = resolvers.equip{ {type="weapon", subtype="dagger"}, {type="weapon", subtype="dagger"}, {type="armor", subtype="light"} },
max_stamina = 100,
autolevel = "rogue",
ai = "dumb_talented_simple", ai_state = { talent_in=5, },
energy = { mod=1 },
stats = { str=8, dex=15, mag=6, cun=15, con=7 },
tmasteries = resolvers.tmasteries{ ["technique/other"]=0.3, ["cunning/stealth"]=0.3, ["cunning/dirty"]=0.3, ["technique/dualweapon-training"]=0.3 },
talents = resolvers.talents{ [Talents.T_LETHALITY]=1, },
}
newEntity{ base = "BASE_NPC_THIEF",
name = "cutpurse", color_r=0, color_g=0, color_b=resolvers.rngrange(235, 255),
desc = [[The lowest of the thieves, they are just learning the tricks of the trade.]],
level_range = {1, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 1, combat_def = 5,
max_life = resolvers.rngavg(60,80),
talents = resolvers.talents{ [Talents.T_STEAL]=1, },
}
newEntity{ base = "BASE_NPC_THIEF",
name = "rogue", color_r=0, color_g=0, color_b=resolvers.rngrange(215, 235),
desc = [[Stronger than a cutpurse, this thief has been promoted.]],
level_range = {2, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 2, combat_def = 5,
talents = resolvers.talents{ [Talents.T_STEALTH]=1, [Talents.T_STEAL]=1, },
max_life = resolvers.rngavg(70,90),
}
newEntity{ base = "BASE_NPC_THIEF",
name = "thief", color_r=0, color_g=0, color_b=resolvers.rngrange(195, 215),
desc = [[He eyes you and your belongings, then suddenly vanishes... strange, why is your pack lighter?]],
level_range = {3, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 3, combat_def = 5,
talents = resolvers.talents{ [Talents.T_STEALTH]=2, [Talents.T_STEAL]=2, },
max_life = resolvers.rngavg(70,90),
}
newEntity{ base = "BASE_NPC_THIEF",
name = "bandit", color_r=0, color_g=0, color_b=resolvers.rngrange(175, 195),
desc = [[These ruffians often employ brute force over thievery but they are capable of stealing as well.]],
level_range = {5, 50}, exp_worth = 1,
rarity = 7,
combat_armor = 4, combat_def = 6,
talents = resolvers.talents{ [Talents.T_STEAL]=1, [Talents.T_STEALTH]=3, [Talents.T_LETHALITY]=2, },
max_life = resolvers.rngavg(80,100),
}
newEntity{ base = "BASE_NPC_THIEF",
name = "bandit lord", color_r=resolvers.rngrange(75, 85), color_g=0, color_b=resolvers.rngrange(235, 255),
desc = [[He is the leader of a gang of bandits, watch out for his men.]],
level_range = {8, 50}, exp_worth = 1,
rarity = 12,
combat_armor = 5, combat_def = 7,
max_life = resolvers.rngavg(90,100),
combat = { dam=resolvers.rngavg(6,7), atk=10, apr=4},
summon = {
{type="human", subtype="thief", name="bandit", number=1, hasxp=true},
{type="human", subtype="thief", name="bandit", number=1, hasxp=false},
{type="human", subtype="thief", name="thief", number=1, hasxp=true},
{type="human", subtype="thief", name="rogue", number=2, hasxp=true},
},
talents = resolvers.talents{ [Talents.T_STEAL]=2, [Talents.T_STEALTH]=3, [Talents.T_SUMMON]=1, [Talents.T_LETHALITY]=3, },
}
newEntity{ base = "BASE_NPC_THIEF",
name = "assassin", color_r=resolvers.rngrange(0, 10), color_g=resolvers.rngrange(0, 10), color_b=resolvers.rngrange(0, 10),
desc = [[Before you looms a pair of eyes... A glint of steel... death.]],
level_range = {12, 50}, exp_worth = 1,
rarity = 12,
combat_armor = 3, combat_def = 10,
talents = resolvers.talents{ [Talents.T_STEALTH]=3, [Talents.T_PRECISION]=3, [Talents.T_DUAL_WEAPON_TRAINING]=2, [Talents.T_DUAL_WEAPON_DEFENSE]=2, [Talents.T_DUAL_STRIKE]=1, [Talents.T_SWEEP]=1, [Talents.T_SHADOWSTRIKE]=2, [Talents.T_LETHALITY]=5, },
max_life = resolvers.rngavg(70,90),
}
Oliphant am I, and I never lie.
Re: NPC: thieves
You should grant most of them at least one point in Lethality so that they use CUN instead of STR for damage and i'll setup a "rogue" autolevel_scheme for them
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: NPC: thieves
Changed them to use rogue autolevel scheme
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
