ghouls...
already in:
- ghoul
- ghast
- ghoulking
to be added:
- none
need a disease attack implemented, combining slow and poison.
discuss:
NPC: ghouls
Moderator: Moderator
-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
NPC: ghouls
Oliphant am I, and I never lie.
-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: NPC: ghouls
Code: Select all
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, },
}
Oliphant am I, and I never lie.
-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: NPC: ghouls
ok... saw that I didnt put up the load talents thing... fixed now 

Oliphant am I, and I never lie.
Re: NPC: ghouls
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
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

[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: ghouls
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:
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.
This will add 80% of their strength to their damage, otherwise they just wont do any damage against high level lpayers.dammod={str=0.8}
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.
[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
