NPC: thieves

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Shoob
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NPC: thieves

#1 Post by Shoob »

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.
Oliphant am I, and I never lie.

darkgod
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Re: NPC: thieves

#2 Post by darkgod »

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 :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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darkgod
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Re: NPC: thieves

#3 Post by darkgod »

as for type/subtype:
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
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Shoob
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Re: NPC: thieves

#4 Post by Shoob »

heh... I knew something was wrong... couldnt find it though :/ thanks :)

so making it have 2 weapons would be

Code: Select all

	equipment = resolvers.equip{ {type="weapon", subtype="dagger"}, {type="weapon", subtype="dagger"} },
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.. :D will work on adding talents now.
Oliphant am I, and I never lie.

darkgod
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Re: NPC: thieves

#5 Post by darkgod »

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.
[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 ;)

Shoob
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Re: NPC: thieves

#6 Post by Shoob »

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?
Oliphant am I, and I never lie.

darkgod
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Re: NPC: thieves

#7 Post by darkgod »

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)
[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 ;)

Shoob
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Re: NPC: thieves

#8 Post by Shoob »

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.

darkgod
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Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
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Re: NPC: thieves

#9 Post by darkgod »

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 ;)

darkgod
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Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
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Re: NPC: thieves

#10 Post by darkgod »

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 ;)

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