NPC: ghouls

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Shoob
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NPC: ghouls

#1 Post by Shoob »

ghouls...

already in:
- ghoul
- ghast
- ghoulking

to be added:
- none

need a disease attack implemented, combining slow and poison.

discuss:
Oliphant am I, and I never lie.

Shoob
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Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: NPC: ghouls

#2 Post by Shoob »

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.

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: NPC: ghouls

#3 Post by Shoob »

ok... saw that I didnt put up the load talents thing... fixed now :P
Oliphant am I, and I never lie.

darkgod
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Posts: 10750
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Location: Angolwen
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Re: NPC: ghouls

#4 Post by darkgod »

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 :)
[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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Re: NPC: ghouls

#5 Post by darkgod »

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

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