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NPC: wight

Posted: Fri Mar 26, 2010 12:47 am
by Shoob
not quite done, they need:
- the ranged confusion talent
- a gold drop (or a chance to drop an ego)
- the drain exp damage type (want me to explain what it does?)
and whenever the game progresses to this:
- the drain willpower talent

in:
- forest wight (do we want this still? as it makes the least sense of all of them)
- grave wight
- barrow wight
- emperor wight

to be added:
-<none>

should I give them a staff? I think I kinda like them without it.
should I give them summoning? that would be kind of interesting :)

discuss.

Re: NPC: wight

Posted: Fri Mar 26, 2010 12:49 am
by Shoob

Code: Select all

--  Wights had the power to confuse and paralyze
-- their icy grasp will sap willpower and drain exp
--
--they will have high treasure, but be *hard*

--in the books they could confuse and paralyze and sleep and bend lesser minds to do their will and cause fear.  fear would be more of an aura (need to save against it, but realistically it would only be once).
-- they could also be mind affecting too :)

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

newEntity{
	define_as = "BASE_NPC_WIGHT",
	type = "undead", subtype = "wights",
	display = "W", color=colors.WHITE,
	desc = [[These be white wights.]],

	combat = { dam=resolvers.rngavg(9,13), atk=10, apr=9, damtype=DamageType.DRAINEXP },

	body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
	drops = resolvers.drops{chance=20, nb=1, {} },

	autolevel = "caster",
	ai = "dumb_talented_simple", ai_state = { talent_in=4, },
	energy = { mod=1 },
	stats = { str=11, dex=11, mag=15, con=12 },

	tmasteries = resolvers.tmasteries{ ["technique/other"]=0.3, ["spell/air"]=0.3, ["spell/fire"]=0.3 },
	
	resists = { [DamageType.COLD] = 80, [DamageType.FIRE] = 20, [DamageType.AIR] = 40, [DamageType.LIGHT] = -50, },
	poison_immune = 1,
	blind_immune = 1,
	see_invisible = 7,
	undead = 1,
--	free_action = 1,
--	sleep_immune = 1,
}

newEntity{ base = "BASE_NPC_WIGHT",
	name = "forest wight", color=colors.GREEN,
	desc=[[It is a ghostly apparition with a humanoid form.]],
	level_range = {16, 50}, exp_worth = 1,
	rarity = 4,
	max_life = resolvers.rngavg(40,50),
	combat_armor = 7, combat_def = 6,
	
	resolvers.talents{ [Talents.T_MANA_POOL]=1, [Talents.T_FLAMESHOCK]=1, [Talents.T_LIGHTNING]=1, [Talents.T_NOXIOUS_CLOUD]=1 },
}

newEntity{ base = "BASE_NPC_WIGHT",
	name = "grave wight", color=colors.SLATE,
	desc=[[It is a ghostly form with eyes that haunt you.]],
	level_range = {22, 50}, exp_worth = 1,
	rarity = 4,
	max_life = resolvers.rngavg(70,80),
	combat_armor = 9, combat_def = 6,
	
	resolvers.talents{ [Talents.T_MANA_POOL]=1, [Talents.T_FLAMESHOCK]=2, [Talents.T_LIGHTNING]=2, [Talents.T_NOXIOUS_CLOUD]=2 },
}

newEntity{ base = "BASE_NPC_WIGHT",
	name = "barrow wight", color=colors.VIOLET,
	desc=[[It is a ghostly nightmare of an entity.]],
	level_range = {25, 50}, exp_worth = 1,
	rarity = 4,
	max_life = resolvers.rngavg(80,90),
	combat_armor = 10, combat_def = 8,
	
	resolvers.talents{ [Talents.T_MANA_POOL]=1, [Talents.T_FLAMESHOCK]=3, [Talents.T_LIGHTNING]=3, [Talents.T_NOXIOUS_CLOUD]=3 },
}

newEntity{ base = "BASE_NPC_WIGHT",
	name = "emperor wight", color=colors.RED,
	desc=[[Your life force is torn from your body as this powerful unearthly being approaches.]],
	level_range = {30, 50}, exp_worth = 1,
	rarity = 4,
	max_life = resolvers.rngavg(100,150),
	combat_armor = 12, combat_def = 10,
	resolvers.talents{ [Talents.T_MANA_POOL]=3, [Talents.T_FLAMESHOCK]=3, [Talents.T_LIGHTNING]=4, [Talents.T_NOXIOUS_CLOUD]=3, [Talents.T_THUNDERSTORM]=2 },
}

Re: NPC: wight

Posted: Fri Mar 26, 2010 1:02 am
by madmonk
Shoob wrote:

Code: Select all

--  Wights had the power to confuse and paralyze
-- their icy grasp will sap willpower and drain exp
--
--they will have high treasure, but be *hard*

--in the books they could confuse and paralyze and sleep and bend lesser minds to do their will and cause fear.  fear would be more of an aura (need to save against it, but realistically it would only be once).
But only if in range, so I could see a scenario developing where our heroine comes up to a Wight, fails the fear save, runs away (upstairs is good), comes back again, fails again and so on.

So, yes, you are right the save is once per entry into the Fear AoE but it is done every time our heroine enters the AoE with no memory of previous saves/fails.

Re: NPC: wight

Posted: Fri Mar 26, 2010 10:11 am
by darkgod
Cool :)


But what should fear do actually ? I'm pondering for a while.
Both on NPCs and on the player

Re: NPC: wight

Posted: Fri Mar 26, 2010 10:46 am
by darkgod
I added them with drain exp and mind disruption (ranged confuse) and an ego_chance of 20.
Thanks :)

Re: NPC: wight

Posted: Fri Mar 26, 2010 2:38 pm
by madmonk
darkgod wrote:Cool :)


But what should fear do actually ? I'm pondering for a while.
Both on NPCs and on the player
Fear causes you to run away!

Re: NPC: wight

Posted: Fri Mar 26, 2010 2:49 pm
by Shoob
I would say that it would be more than what t2 does.

I think that someone who is afraid would be (depending on how badly they failed, each of these would be cumulative, hence they are in order, from a almost made it to failed miserably):
- loss of attack and damage and a fail chance for spells (both loss and fail chance increases the worse you fail) (maybe even if you do succeed the save you still might get a little of this)
- you cant attack or target the source of the fear
- you can only move away from the source of fear.
- you are paralyzed in fear (no move with a high fail rate (75%+) for doing anything (drinking, reading, aiming, using, etc))
- you faint

then you could incorporate levels into how likely you are to get afraid, and make it possible to fear something that is greater than your level (+5 at minimum) even if it doesnt have any fear aura.

Re: NPC: wight

Posted: Fri Mar 26, 2010 2:52 pm
by darkgod
But how does that work for the player ?
Any movement keypress is only valid if it takes you further from the target ? that could be silly, getting stuck in walls and such

Re: NPC: wight

Posted: Fri Mar 26, 2010 3:00 pm
by madmonk
darkgod wrote:But how does that work for the player ?
Any movement keypress is only valid if it takes you further from the target ? that could be silly, getting stuck in walls and such
Mindless panic... So with any directional key press you have a chance of moving directly away from the area and not in the direction chosen by the player. Also any spells cast could randomise slightly - so when panicked you cast the wrong spell instead of the one chosen!

Re: NPC: wight

Posted: Fri Mar 26, 2010 3:05 pm
by madmonk
Your speed also goes up...

Re: NPC: wight

Posted: Fri Mar 26, 2010 3:34 pm
by Shoob
darkgod wrote:But how does that work for the player ?
Any movement keypress is only valid if it takes you further from the target ? that could be silly, getting stuck in walls and such
then we do the exception, panicked creatures rage when cornered, give them no move, but they enter a berserk stance (even if they don't have the talent) and they lose the reductions to the to-hit and to-dam they had before from the fear. once the source of fear is gone, they go back to normal.

then make berserk talent give immune to fear at lvl 5 (as well as last stand at lvl 1)

granted, this may be more difficult to code, but it would make it more interesting. (well, the talent part wouldnt be hard :P)

Re: NPC: wight

Posted: Fri Mar 26, 2010 9:01 pm
by madmonk
The other thing here is that if you get the drunkard's walk set up for fear, then you can do it in reverse for attraction and apply it to such creatures as Vampires, Succubi and so on...

Don't forget that Dragons do Fear as well!

Re: NPC: wight

Posted: Fri Mar 26, 2010 10:06 pm
by darkgod
Hummm not sure how taht would work :/
But we could try I suppose :)