Code: Select all
-- last updated: 7:33 PM 2/4/2010
local Talents = require("engine.interface.ActorTalents")
newEntity{
define_as = "BASE_NPC_FIGHTER",
type = "humanoid", subtype = "human",
display = "p", color=colors.UMBER,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
drops = resolvers.drops{chance=20, nb=1, {} },
equipment = resolvers.equip{ {type="weapon", subtype="longsword"}, {type="armor", subtype="shield"} },
max_stamina = 100,
autolevel = "warrior",
ai = "dumb_talented_simple", ai_state = { talent_in=5, },
energy = { mod=1 },
stats = { str=12, dex=8, mag=6, cun=10, con=14 },
tmasteries = resolvers.tmasteries{ ["technique/shield-offense"]=0.3, ["technique/shield-defense"]=0.3, ["technique/combat-training"]=0.3, },
}
newEntity{ base = "BASE_NPC_FIGHTER",
name = "adventurer", color=colors.UMBER,
desc = [[He watches you warily as you approach, he has seen too many thieves around.]],
equipment = resolvers.equip{ {type="armor", subtype="light"} },
level_range = {1, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 3, combat_def = 5,
max_life = resolvers.rngavg(60,80),
talents = resolvers.talents{ [Talents.T_ASSAULT]=1, },
}
newEntity{ base = "BASE_NPC_FIGHTER",
name = "warrior", color=colors.UMBER,
desc = [[Once paid to remove the thieves from the land, he now has turned to ill-gotten gains.]],
equipment = resolvers.equip{ {type="armor", subtype="heavy"} },
level_range = {2, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 6, combat_def = 5,
talents = resolvers.talents{ [Talents.T_ASSAULT]=1, [Talents.T_OVERPOWER]=1, },
max_life = resolvers.rngavg(70,90),
}
newEntity{ base = "BASE_NPC_FIGHTER",
name = "soldier", color=colors.UMBER,
desc = [[No stranger to the blade, the soldier aims a practiced swing at you.]],
equipment = resolvers.equip{ {type="armor", subtype="massive"} },
level_range = {3, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 7, combat_def = 3,
talents = resolvers.talents{ [Talents.T_OVERPOWER]=2, [Talents.T_ASSAULT]=2, },
max_life = resolvers.rngavg(70,90),
}
newEntity{ base = "BASE_NPC_FIGHTER",
name = "guard", color=colors.SLATE,
desc = [[Lost and nearly mad, the town guard swings his sword at you.]],
equipment = resolvers.equip{ {type="armor", subtype="heavy"} },
level_range = {5, 50}, exp_worth = 1,
rarity = 7,
combat_armor = 6, combat_def = 6,
max_life = resolvers.rngavg(80,100),
summon = { {type="human", subtype="fighter", name="guard", number=1, hasxp=true}, },
talents = resolvers.talents{ [Talents.T_SHIELD_WALL]=2, [Talents.T_SHIELD_EXPERTISE]=3, [Talents.T_SUMMON]=1, [Talents.T_LAST_STAND]=1 },
}
newEntity{ base = "BASE_NPC_FIGHTER",
name = "fencer", color=colors.SLATE,
desc = [[En Garde!]],
equipment = resolvers.equip{ {type="armor", subtype="light"} },
level_range = {12, 50}, exp_worth = 1,
rarity = 12,
combat_armor = 3, combat_def = 10,
talents = resolvers.talents{ [Talents.T_PRECISION]=3, [Talents.T_RIPOSTE]=4, [Talents.T_SHIELD_EXPERTISE]=2, [Talents.T_OVERPOWER]=2, },
max_life = resolvers.rngavg(60,80),
}
-- BERSERKERS
--TWO-HANDED WEAPON FIGHTERS
newEntity{
define_as = "BASE_NPC_BERSERKER",
type = "human", subtype = "berserker",
display = "p", color=colors.UMBER,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
drops = resolvers.drops{chance=20, nb=1, {} },
equipment = resolvers.equip{ {type="weapon", subtype="greatsword"}, },
max_stamina = 100,
autolevel = "warrior",
ai = "dumb_talented_simple", ai_state = { talent_in=5, },
energy = { mod=1 },
stats = { str=14, dex=8, mag=6, cun=10, con=12 },
tmasteries = resolvers.tmasteries{ ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3, ["technique/combat-training"]=0.3, },
}
newEntity{ base = "BASE_NPC_BERSERKER",
name = "adventurer", color=colors.UMBER,
desc = [[He watches you warily as you approach, he has seen too many thieves around.]],
equipment = resolvers.equip{ {type="armor", subtype="light"} },
level_range = {1, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 3, combat_def = 5,
max_life = resolvers.rngavg(60,80),
talents = resolvers.talents{ [Talents.T_STUNNING_BLOW]=1, },
}
newEntity{ base = "BASE_NPC_BERSERKER",
name = "warrior", color=colors.UMBER,
desc = [[Once paid to remove the thieves from the land, he now has turned to ill-gotten gains.]],
equipment = resolvers.equip{ {type="armor", subtype="heavy"} },
level_range = {2, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 6, combat_def = 5,
talents = resolvers.talents{ [Talents.T_WARSHOUT]=1, [Talents.T_STUNNING_BLOW]=1, },
max_life = resolvers.rngavg(70,90),
}
newEntity{ base = "BASE_NPC_BERSERKER",
name = "soldier", color=colors.UMBER,
desc = [[No stranger to the blade, the soldier aims a practiced swing at you.]],
equipment = resolvers.equip{ {type="armor", subtype="massive"} },
level_range = {3, 50}, exp_worth = 1,
rarity = 5,
combat_armor = 7, combat_def = 3,
talents = resolvers.talents{ [Talents.T_WARSHOUT]=2, [Talents.T_STUNNING_BLOW]=2, [Talents.T_SUNDER_ARMOUR]=1, },
max_life = resolvers.rngavg(70,90),
}
newEntity{ base = "BASE_NPC_BERSERKER",
name = "berserker", color=colors.UMBER,
desc = [[This mad man knows no fear... he attacks in a frenzy of power!]],
equipment = resolvers.equip{ {type="armor", subtype="light"} },
level_range = {12, 50}, exp_worth = 1,
rarity = 12,
combat_armor = 3, combat_def = 10,
life_regen=2,
life_rating=11,
talents = resolvers.talents{ [Talents.T_BERSERKER]=4, [Talents.T_DEATH_BLOW]=1, [Talents.T_WARSHOUT]=2, [Talents.T_STUNNING_BLOW]=2, [Talents.T_SUNDER_ARMOUR]=2, [Talents.T_SUNDER_ARMS]=2, [Talents.T_CRUSH]=2, },
max_life = resolvers.rngavg(70,90),
}