Code: Select all
local m = game.zone:makeEntity(game.level, "actor", filter, nil, true)
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local m = nil
if filter.name then
m = game.zone:makeEntityByName(game.level, "actor", filter.name)
end
if not m then
m = game.zone:makeEntity(game.level, "actor", filter, nil, true)
end

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newEntity{ base = "BASE_NPC_COLD_DRAKE",
define_as = "cold drake hatchling",
name = "cold drake hatchling", color=colors.WHITE, display="d",
desc = [[A drake hatchling, summoned by its Mother.]],
level_range = {8, nil}, exp_worth = 1,
rank = 1, size_category = 2,
max_life = resolvers.rngavg(40,60),
combat_armor = 5, combat_def = 0,
combat = { dam=resolvers.rngavg(25,40), atk=resolvers.rngavg(25,50), apr=25, dammod={str=1.1} },
on_melee_hit = {[DamageType.COLD]=resolvers.mbonus(7, 2)},
combat = { dam=resolvers.rngavg(10,15), atk=15, apr=5, dammod={str=0.6} },
}
Now I admit this is a pretty trivial example, if you want less hatchlings summoned you can just reduce the number in the summon definition to 1 and you get 4 instead of 12 (as an aside this makes Carn Dum much more playable, the cold drakes are still hard but you have a few turns to deal with them before they overwhelm the level). If however you have a devious mind (like I do) you could maybe add something like the following to the npc file for tol falas:
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newEntity{ base = "BASE_NPC_VAMPIRE",
define_as "bodyguard",
name = "Master's Bodyguard", color=colors.SLATE,
desc=[[It is a humanoid with an aura of power. You notice a sharp set of front teeth. This one looks like it might have been trained by the Master himself.]],
level_range = {25, nil}, exp_worth = 1,
max_life = resolvers.rngavg(70,80),
combat_armor = 9, combat_def = 6,
resolvers.talents{ [Talents.T_STUN]=1, [Talents.T_BLUR_SIGHT]=1, [Talents.T_ROTTING_DISEASE]=1,[Talents.T_RUSH]=2, },
}