1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700
|
-- | Actor (or rather actor body trunk) definitions.
module Content.ItemKindActor
( -- * Group name patterns
pattern S_WOODEN_TORCH, pattern S_SANDSTONE_ROCK
, pattern HERO, pattern SCOUT_HERO, pattern RANGER_HERO, pattern ESCAPIST_HERO, pattern AMBUSHER_HERO, pattern BRAWLER_HERO, pattern SOLDIER_HERO, pattern CIVILIAN, pattern MONSTER, pattern MOBILE_MONSTER, pattern SCOUT_MONSTER, pattern ANIMAL, pattern MOBILE_ANIMAL, pattern IMMOBILE_ANIMAL, pattern INSECT, pattern GEOPHENOMENON
, pattern ADD_SIGHT, pattern ARMOR_RANGED, pattern ADD_NOCTO_1, pattern WEAK_ARROW, pattern LIGHT_ATTENUATOR, pattern FIREPROOF_CLOTH, pattern RING_OF_OPPORTUNITY_SNIPER, pattern ANY_ARROW, pattern STARTING_ARMOR, pattern STARTING_WEAPON, pattern GEM
, actorsGN, actorsGNSingleton
, -- * Content
actors
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import Game.LambdaHack.Content.ItemKind
import Game.LambdaHack.Definition.Ability
import Game.LambdaHack.Definition.Color
import Game.LambdaHack.Definition.Defs
import Game.LambdaHack.Definition.DefsInternal
import Game.LambdaHack.Definition.Flavour
import Content.ItemKindOrgan
-- * Group name patterns
actorsGNSingleton :: [GroupName ItemKind]
actorsGNSingleton =
[S_WOODEN_TORCH, S_SANDSTONE_ROCK]
pattern S_WOODEN_TORCH, S_SANDSTONE_ROCK :: GroupName ItemKind
actorsGN :: [GroupName ItemKind]
actorsGN =
[HERO, SCOUT_HERO, RANGER_HERO, ESCAPIST_HERO, AMBUSHER_HERO, BRAWLER_HERO, SOLDIER_HERO, CIVILIAN, MONSTER, MOBILE_MONSTER, SCOUT_MONSTER, ANIMAL, MOBILE_ANIMAL, IMMOBILE_ANIMAL, INSECT, GEOPHENOMENON]
++ [ADD_SIGHT, ARMOR_RANGED, ADD_NOCTO_1, WEAK_ARROW, LIGHT_ATTENUATOR, FIREPROOF_CLOTH, RING_OF_OPPORTUNITY_SNIPER, ANY_ARROW, STARTING_ARMOR, STARTING_WEAPON, GEM]
pattern HERO, SCOUT_HERO, RANGER_HERO, ESCAPIST_HERO, AMBUSHER_HERO, BRAWLER_HERO, SOLDIER_HERO, CIVILIAN, MONSTER, MOBILE_MONSTER, SCOUT_MONSTER, ANIMAL, MOBILE_ANIMAL, IMMOBILE_ANIMAL, INSECT, GEOPHENOMENON :: GroupName ItemKind
pattern ADD_SIGHT, ARMOR_RANGED, ADD_NOCTO_1, WEAK_ARROW, LIGHT_ATTENUATOR, FIREPROOF_CLOTH, RING_OF_OPPORTUNITY_SNIPER, ANY_ARROW, STARTING_ARMOR, STARTING_WEAPON, GEM :: GroupName ItemKind
pattern HERO = GroupName "adventurer"
pattern SCOUT_HERO = GroupName "scout"
pattern RANGER_HERO = GroupName "ranger"
pattern ESCAPIST_HERO = GroupName "escapist"
pattern AMBUSHER_HERO = GroupName "ambusher"
pattern BRAWLER_HERO = GroupName "brawler"
pattern SOLDIER_HERO = GroupName "soldier"
pattern CIVILIAN = GroupName "civilian"
pattern MONSTER = GroupName "monstrosity"
pattern MOBILE_MONSTER = GroupName "mobile monstrosity"
pattern SCOUT_MONSTER = GroupName "scout monstrosity"
pattern ANIMAL = GroupName "animal"
pattern MOBILE_ANIMAL = GroupName "mobile animal"
pattern IMMOBILE_ANIMAL = GroupName "immobile animal"
pattern INSECT = GroupName "insect"
pattern GEOPHENOMENON = GroupName "geological phenomenon"
pattern S_WOODEN_TORCH = GroupName "wooden torch"
pattern S_SANDSTONE_ROCK = GroupName "sandstone rock"
pattern ADD_SIGHT = GroupName "sight improvement"
pattern ARMOR_RANGED = GroupName "ranged armor"
pattern ADD_NOCTO_1 = GroupName "noctovision improvement"
pattern WEAK_ARROW = GroupName "weak arrow"
pattern LIGHT_ATTENUATOR = GroupName "light attenuator"
pattern FIREPROOF_CLOTH = GroupName "fireproof cloth"
pattern RING_OF_OPPORTUNITY_SNIPER = GroupName "ring of sniper"
pattern ANY_ARROW = GroupName "arrow"
pattern STARTING_ARMOR = GroupName "starting armor"
pattern STARTING_WEAPON = GroupName "starting weapon"
pattern GEM = GroupName "gem"
-- * Content
actors :: [ItemKind]
actors =
[warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, brawler, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, hyena, komodoDragon, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush]
-- LH-specific
++ [geyserBoiling, geyserArsenic, geyserSulfur]
warrior, warrior2, warrior3, warrior4, warrior5, scout, ranger, escapist, ambusher, brawler, soldier, civilian, civilian2, civilian3, civilian4, civilian5, eye, fastEye, nose, elbow, torsor, goldenJackal, griffonVulture, skunk, armadillo, gilaMonster, rattlesnake, hyena, komodoDragon, alligator, rhinoceros, beeSwarm, hornetSwarm, thornbush :: ItemKind
-- LH-specific
geyserBoiling, geyserArsenic, geyserSulfur :: ItemKind
-- Note that the actors that appear in the crawl scenario should
-- be generated with at most ordinary ammo. Otherwise, farming them
-- may be rational though boring endeavour. Any exceptions to that
-- should be well thought of. E.g., unique guaranteed items on bosses
-- are safe, just as restricted kinds of weak items.
-- * Hunams
-- TODO: bring back S_EAR_3 when character progression permits hearing boosts.
humanOrgans :: [(GroupName ItemKind, CStore)]
humanOrgans = [ (S_FIST, COrgan), (S_FOOT, COrgan)
, (S_EYE_6, COrgan), (S_EAR_6, COrgan)
, (S_SAPIENT_BRAIN, COrgan) ]
warrior = ItemKind
{ isymbol = toContentSymbol '@'
, iname = "adventurer" -- modified if initial actors in hero faction
, ifreq = [(HERO, 100), (MOBILE, 1)]
, iflavour = zipPlain [BrWhite]
, icount = 1
, irarity = [(1, 5)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 80 -- partially from clothes and first aid
, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 20
, AddSkill SkNocto 2
, AddSkill SkWait 1 -- can lurk
, AddSkill SkProject 2 -- can lob
, AddSkill SkApply 2 -- can even apply periodic items
, AddSkill SkOdor 1
, SetFlag Durable ]
, ieffects = []
, ikit = humanOrgans
++ [(S_SANDSTONE_ROCK, CStash)]
, idesc = "" -- "A hardened veteran of combat."
}
warrior2 = warrior
{ iname = "warrior"
, ikit = humanOrgans
++ [(COMMON_ITEM, CStash)]
-- , idesc = ""
}
warrior3 = warrior
{ iname = "blacksmith"
-- , idesc = ""
}
warrior4 = warrior
{ iname = "forester"
-- , idesc = ""
}
warrior5 = warrior
{ iname = "scientist"
-- , idesc = ""
}
scout = warrior
{ ifreq = [(SCOUT_HERO, 100), (MOBILE, 1)]
, ikit = humanOrgans
++ [ (ADD_SIGHT, CEqp)
, (ARMOR_RANGED, CEqp)
, (ADD_NOCTO_1, CStash) ]
-- , idesc = ""
}
ranger = warrior
{ ifreq = [(RANGER_HERO, 100), (MOBILE, 1)]
, ikit = humanOrgans
++ [ (ARMOR_RANGED, CEqp)
, (WEAK_ARROW, CStash) ]
-- , idesc = ""
}
escapist = warrior
{ ifreq = [(ESCAPIST_HERO, 100), (MOBILE, 1)]
, ikit = humanOrgans
++ [ (ADD_SIGHT, CEqp)
, (STARTING_ARMOR, CEqp)
, (WEAK_ARROW, CStash) -- mostly for probing
, (LIGHT_ATTENUATOR, CStash)
, (S_WOODEN_TORCH, CStash)
, (FIREPROOF_CLOTH, CStash) ]
-- , idesc = ""
}
ambusher = warrior
{ ifreq = [(AMBUSHER_HERO, 100), (MOBILE, 1)]
, ikit = humanOrgans -- dark and numerous, so more kit without exploring
++ [ (RING_OF_OPPORTUNITY_SNIPER, CEqp)
, (ANY_ARROW, CStash), (ANY_ARROW, CStash)
, (WEAK_ARROW, CStash)
, (EXPLOSIVE, CStash)
, (LIGHT_ATTENUATOR, CEqp)
, (S_WOODEN_TORCH, CStash) ]
-- , idesc = ""
}
brawler = warrior
{ ifreq = [(BRAWLER_HERO, 100), (MOBILE, 1)]
, ikit = humanOrgans
++ [ (STARTING_WEAPON, CEqp)
, (ANY_POTION, CStash) ]
-- , idesc = ""
}
soldier = brawler
{ ifreq = [(SOLDIER_HERO, 100), (MOBILE, 1)]
, ikit = ikit brawler
++ [(EXPLOSIVE, CStash)]
-- , idesc = ""
}
civilian = warrior
{ iname = "clerk"
, ifreq = [(CIVILIAN, 100), (MOBILE, 1)]
, iflavour = zipPlain [BrBlack]
-- , idesc = ""
}
civilian2 = civilian
{ iname = "hairdresser"
-- , idesc = ""
}
civilian3 = civilian
{ iname = "lawyer"
-- , idesc = ""
}
civilian4 = civilian
{ iname = "peddler"
-- , idesc = ""
}
civilian5 = civilian
{ iname = "tax collector"
-- , idesc = ""
}
-- * Monsters
-- They have bright colours, because they are not natural.
eye = ItemKind
{ isymbol = toContentSymbol 'e'
, iname = "reducible eye"
, ifreq = [ (MONSTER, 100), (MOBILE, 1)
, (MOBILE_MONSTER, 100), (SCOUT_MONSTER, 10) ]
, iflavour = zipFancy [BrRed]
, icount = 1
, irarity = [(3, 0), (4, 10), (10, 8)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 16, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 20, AddSkill SkNocto 2
, AddSkill SkAggression 1
, AddSkill SkProject 2 -- can lob
, AddSkill SkApply 1 -- can use even cultural artifacts
, SetFlag Durable ]
, ieffects = []
, idesc = "Under your stare, it reduces to the bits that define its essence. Under introspection, the bits slow down and solidify into an arbitrary form again. It must be huge inside, for holographic principle to manifest so overtly." -- holographic principle is an anachronism for XIX or most of XX century, but "the cosmological scale effects" is too weak
, ikit = [ (S_LASH, COrgan), (S_PUPIL, COrgan) -- at least one non-timed
, (S_SAPIENT_BRAIN, COrgan) ] -- no hearing, it's all eyes
}
fastEye = ItemKind
{ isymbol = toContentSymbol 'j'
, iname = "injective jaw"
, ifreq = [ (MONSTER, 100), (MOBILE, 1)
, (MOBILE_MONSTER, 100), (SCOUT_MONSTER, 60) ]
, iflavour = zipFancy [BrBlue]
, icount = 1
, irarity = [(3, 0), (4, 6), (10, 12)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 5, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 30, AddSkill SkNocto 2
, AddSkill SkAggression 1
, SetFlag Durable ]
, ieffects = []
, idesc = "Hungers but never eats. Bites but never swallows. Burrows its own image through, but never carries anything back." -- rather weak: not about injective objects, but puny, concrete, injective functions --- where's the madness in that?
, ikit = [ (S_TOOTH, COrgan), (S_LIP, COrgan) -- at least one non-timed
, (S_SPEED_GLAND_10, COrgan)
, (S_VISION_6, COrgan), (S_EAR_3, COrgan)
, (S_SAPIENT_BRAIN, COrgan) ]
}
nose = ItemKind -- depends solely on smell
{ isymbol = toContentSymbol 'n'
, iname = "point-free nose"
, ifreq = [(MONSTER, 100), (MOBILE, 1), (MOBILE_MONSTER, 100)]
, iflavour = zipFancy [BrGreen]
, icount = 1
, irarity = [(3, 0), (4, 5), (10, 7)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 30, AddSkill SkMaxCalm 30
, AddSkill SkSpeed 18, AddSkill SkNocto 2
, AddSkill SkAggression 1
, AddSkill SkProject (-1) -- can't project
, SetFlag Durable ]
, ieffects = []
, idesc = "No mouth, yet it devours everything around, constantly sniffing itself inward; pure movement structure, no constant point to focus one's maddened gaze on."
, ikit = [ (S_TIP, COrgan), (S_LIP, COrgan) -- at least one non-timed
, (S_NOSTRIL, COrgan)
, (S_SAPIENT_BRAIN, COrgan) ] -- no sight nor hearing
}
elbow = ItemKind
{ isymbol = toContentSymbol 'e'
, iname = "commutative elbow"
, ifreq = [ (MONSTER, 100), (MOBILE, 1)
, (MOBILE_MONSTER, 100), (SCOUT_MONSTER, 30) ]
, iflavour = zipFancy [BrMagenta]
, icount = 1
, irarity = [(3, 0), (4, 1), (10, 12)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 8, AddSkill SkMaxCalm 80
, AddSkill SkSpeed 20, AddSkill SkNocto 2
, AddSkill SkProject 2 -- can lob
, AddSkill SkApply 1 -- can even use cultural artifacts
, AddSkill SkMelee (-1)
, SetFlag Durable ]
, ieffects = []
, idesc = "An arm strung like a bow. A few edges, but none keen enough. A few points, but none piercing. Deadly objects zip out of the void."
, ikit = [ (S_SPEED_GLAND_5, COrgan), (S_BARK, COrgan)
, (S_VISION_12, COrgan), (S_EAR_8, COrgan)
-- too powerful to get stronger sight
, (S_SAPIENT_BRAIN, COrgan)
, (ANY_ARROW, CStash), (ANY_ARROW, CStash)
, (WEAK_ARROW, CStash), (WEAK_ARROW, CStash) ]
}
torsor = ItemKind
{ isymbol = toContentSymbol 'T'
, iname = "The Forgetful Torsor"
, ifreq = [(MONSTER, 100), (MOBILE, 1)]
, iflavour = zipFancy [BrCyan]
, icount = 1
, irarity = [(9, 0), (10, 1000)] -- unique
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ SetFlag Unique
, AddSkill SkMaxHP 300, AddSkill SkMaxCalm 100
, AddSkill SkSpeed 15, AddSkill SkNocto 2
, AddSkill SkAggression 3
, AddSkill SkProject 2 -- can lob
, AddSkill SkApply 1 -- can even use cultural artifacts
, AddSkill SkAlter (-1) -- can't exit the gated level; a boss,
-- but can dig rubble, ice
, SetFlag Durable ]
, ieffects = []
, idesc = "A principal homogeneous manifold, that acts freely and with enormous force, but whose stabilizers are trivial, making it rather helpless without a support group."
, ikit = [ (S_RIGHT_TORSION, COrgan), (S_LEFT_TORSION, COrgan)
, (S_PUPIL, COrgan)
, (S_TENTACLE, COrgan) -- low timeout, so rarely a stall
, (S_EAR_8, COrgan)
, (S_SAPIENT_BRAIN, COrgan)
, (GEM, CStash), (GEM, CStash)
, (GEM, CStash), (GEM, CStash) ]
}
-- "ground x" --- for immovable monster that can only tele or prob travel
-- pullback
-- skeletal
-- * Animals
-- They need rather strong melee, because they don't use items.
-- They have dull colors, except for yellow, because there is no dull variant.
goldenJackal = ItemKind -- basically a much smaller, slower and nosy hyena
{ isymbol = toContentSymbol 'j'
, iname = "golden jackal"
, ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)
, (SCAVENGER, 50) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(1, 4), (10, 2)]
, iverbHit = "thud"
, iweight = 13000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 15, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 24, AddSkill SkNocto 2
, AddSkill SkAggression 2 -- scout
, AddSkill SkDisplace 1 -- scout
, SetFlag Durable ]
, ieffects = []
, idesc = "An opportunistic predator, feeding on carrion and the weak."
, ikit = [ (S_SMALL_JAW, COrgan)
, (S_EYE_6, COrgan), (S_NOSTRIL, COrgan), (S_EAR_8, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
griffonVulture = ItemKind -- keep it boring and weak, because it summons
{ isymbol = toContentSymbol 'v'
, iname = "griffon vulture"
, ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)
, (SCAVENGER, 30) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(1, 3), (10, 3)]
, iverbHit = "thud"
, iweight = 13000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 15, AddSkill SkMaxCalm 80
-- enough Calm to summon twice only if not attacked at all;
-- loses a lot of sight after summoning
, AddSkill SkSpeed 22, AddSkill SkNocto 2
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, AddSkill SkFlying 10 -- flies slowly, but far
, SetFlag Durable ]
-- Animals don't have leader, usually, so even if only one on level,
-- it pays the communication overhead, so the speed is higher to get
-- them on par with human leaders moving solo.
, ieffects = []
, idesc = "It soars high above, searching for vulnerable prey."
, ikit = [ (S_SCREECHING_BEAK, COrgan) -- in reality it grunts and hisses
, (S_SMALL_CLAW, COrgan)
, (S_EYE_8, COrgan), (S_EAR_8, COrgan)
-- can't shoot, so strong sight is OK
, (S_ANIMAL_BRAIN, COrgan) ]
}
skunk = ItemKind
{ isymbol = toContentSymbol 's'
, iname = "hog-nosed skunk"
, ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [White]
, icount = 1
, irarity = [(1, 8), (5, 1)]
, iverbHit = "thud"
, iweight = 4000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 13, AddSkill SkMaxCalm 30
, AddSkill SkSpeed 22, AddSkill SkNocto 2
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, AddSkill SkOdor 5 -- and no smell skill, to let it leave smell
, SetFlag Durable ]
, ieffects = []
, idesc = "Its only defence is the terrible stench."
, ikit = [ (S_SCENT_GLAND, COrgan)
, (S_SMALL_CLAW, COrgan), (S_SNOUT, COrgan)
, (S_EYE_3, COrgan), (S_EAR_6, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
armadillo = ItemKind
{ isymbol = toContentSymbol 'a'
, iname = "giant armadillo"
, ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1, 7)]
, iverbHit = "thud"
, iweight = 54000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 25, AddSkill SkMaxCalm 30
, AddSkill SkSpeed 20, AddSkill SkNocto 2
, AddSkill SkHurtMelee (-70) -- quite harmless rolled in a ball
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, SetFlag Durable ]
, ieffects = []
, idesc = "When threatened, it rolls into a ball."
, ikit = [ (S_HOOKED_CLAW, COrgan), (S_SNOUT, COrgan)
, (S_ARMORED_SKIN, COrgan), (S_ARMORED_SKIN, COrgan)
, (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
gilaMonster = ItemKind
{ isymbol = toContentSymbol 'g'
, iname = "Gila monster"
, ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [Magenta]
, icount = 1
, irarity = [(2, 5), (10, 2)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 15, AddSkill SkMaxCalm 50
, AddSkill SkSpeed 18, AddSkill SkNocto 2
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, SetFlag Durable ]
, ieffects = []
, idesc = "Numbing venom ensures that even the fastest prey has no escape."
, ikit = [ (S_VENOM_TOOTH, COrgan), (S_SMALL_CLAW, COrgan)
, (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
rattlesnake = ItemKind
{ isymbol = toContentSymbol 's'
, iname = "rattlesnake"
, ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(5, 1), (10, 7), (20, 10)] -- common among late spawns
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 28, AddSkill SkMaxCalm 60
, AddSkill SkSpeed 16, AddSkill SkNocto 2
, AddSkill SkAggression 2 -- often discharged. so flees anyway
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, SetFlag Durable ]
, ieffects = []
, idesc = "Beware its rattle - it serves as a warning of an agonising death."
, ikit = [ (S_VENOM_FANG, COrgan) -- when discharged, it's weaponless
, (S_RATLLE, COrgan)
, (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_6, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
hyena = ItemKind
{ isymbol = toContentSymbol 'h'
, iname = "spotted hyena"
, ifreq = [ (ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)
, (SCAVENGER, 20) ]
, iflavour = zipPlain [BrYellow]
, icount = 1
, irarity = [(4, 1), (10, 5), (20, 10)]
-- gets summoned often, so low base rarity, except among late spawns
, iverbHit = "thud"
, iweight = 60000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 23, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 32, AddSkill SkNocto 2
, SetFlag Durable ]
, ieffects = []
, idesc = "Skulking in the shadows, waiting for easy prey."
, ikit = [ (S_JAW, COrgan), (S_SMALL_CLAW, COrgan)
, (S_EYE_6, COrgan), (S_NOSTRIL, COrgan), (S_EAR_8, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
komodoDragon = ItemKind
{ isymbol = toContentSymbol 'k'
, iname = "Komodo dragon"
, ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [BrRed] -- speedy, so bright red
, icount = 1
, irarity = [(9, 0), (10, 11), (20, 20)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 40, AddSkill SkMaxCalm 60 -- regens
, AddSkill SkSpeed 17, AddSkill SkNocto 2
, AddSkill SkHurtMelee 60 -- great fighter with low cooldowns
, AddSkill SkAggression 1 -- match the description
, SetFlag Durable ]
, ieffects = []
, idesc = "Larger and more aggressive than any other lizard, but as easily recovering from wounds as its lesser cousins."
, ikit = [ (S_LARGE_TAIL, COrgan), (S_JAW, COrgan)
, (S_LIP, COrgan), (S_FOOT, COrgan)
, (S_SPEED_GLAND_5, COrgan), (S_ARMORED_SKIN, COrgan)
, (S_EYE_3, COrgan), (S_NOSTRIL, COrgan), (S_EAR_3, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
alligator = ItemKind -- late, slow, deadly semi-tank with some armor;
-- too deadly to get more HP; bombs the only recourse
{ isymbol = toContentSymbol 'a'
, iname = "alligator"
, ifreq = [(ANIMAL, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [Blue]
, icount = 1
, irarity = [(9, 0), (10, 12), (20, 10), (40, 40)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 55, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 18, AddSkill SkNocto 2
, AddSkill SkSwimming 100 -- swims better than walks
, SetFlag Durable ]
, ieffects = []
, idesc = "An armored predator from the dawn of time. You better not get within its reach."
, ikit = [ (S_HUGE_TAIL, COrgan) -- the special trick, breaking frontline
, (S_LARGE_JAW, COrgan)
, (S_SMALL_CLAW, COrgan)
, (S_ARMORED_SKIN, COrgan)
, (S_EYE_6, COrgan), (S_EAR_8, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
rhinoceros = ItemKind
{ isymbol = toContentSymbol 'R'
, iname = "The Maddened Rhinoceros"
, ifreq = [(ANIMAL, 100), (MOBILE, 1)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(2, 0), (3, 1000), (4, 0)] -- an early unique
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ SetFlag Unique
, AddSkill SkMaxHP 90, AddSkill SkMaxCalm 60
, AddSkill SkSpeed 27, AddSkill SkNocto 2
, AddSkill SkAggression 2
, AddSkill SkAlter (-1) -- can't use hard stairs nor dig;
-- a weak miniboss
, SetFlag Durable ]
, ieffects = []
, idesc = "The last of its kind. Blind with rage. Charges at deadly speed."
, ikit = [ (S_RHINO_HORN, COrgan), (S_SNOUT, COrgan)
, (S_ARMORED_SKIN, COrgan)
, (S_EYE_3, COrgan), (S_EAR_8, COrgan)
, (S_ANIMAL_BRAIN, COrgan) ]
}
-- * Non-animal animals
beeSwarm = ItemKind
{ isymbol = toContentSymbol 'b'
, iname = "bee swarm"
, ifreq = [(ANIMAL, 100), (INSECT, 50), (MOBILE, 1)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1, 3), (10, 4)]
, iverbHit = "buzz"
, iweight = 1000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 10, AddSkill SkMaxCalm 60
, AddSkill SkSpeed 30, AddSkill SkNocto 2 -- armor in sting
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, AddSkill SkWait (-2) -- can't brace, sleep and lurk
, AddSkill SkFlying 10 -- flies slowly, but far
, SetFlag Durable ]
, ieffects = []
, idesc = "Every bee would die for the queen."
, ikit = [ (S_BEE_STING, COrgan) -- weaponless when it's used up
, (S_VISION_6, COrgan), (S_EAR_6, COrgan)
, (S_INSECT_MORTALITY, COrgan), (S_ANIMAL_BRAIN, COrgan) ]
}
hornetSwarm = ItemKind -- kind of tank with armor, but short-lived
{ isymbol = toContentSymbol 'h'
, iname = "hornet swarm"
, ifreq = [(ANIMAL, 100), (INSECT, 100), (MOBILE, 1), (MOBILE_ANIMAL, 100)]
, iflavour = zipPlain [Magenta]
, icount = 1
, irarity = [(5, 1), (10, 4), (20, 10)]
-- should be many, because die after a time
, iverbHit = "buzz"
, iweight = 1000
, idamage = 0
, iaspects = [ AddSkill SkArmorMelee 80, AddSkill SkArmorRanged 40
, AddSkill SkHurtMelee 50
, AddSkill SkMaxHP 10, AddSkill SkMaxCalm 70
, AddSkill SkSpeed 30, AddSkill SkNocto 2
, AddSkill SkAlter (-2) -- can't use hard stairs nor doors
, AddSkill SkWait (-2) -- can't brace, sleep and lurk
, AddSkill SkFlying 10 -- flies slowly, but far
, SetFlag Durable ]
, ieffects = []
, idesc = "A vicious cloud of stings and hate."
, ikit = [ (S_STING, COrgan) -- when on cooldown, it's weaponless
, (S_VISION_6, COrgan), (S_EAR_6, COrgan)
, (S_INSECT_MORTALITY, COrgan), (S_ANIMAL_BRAIN, COrgan) ]
}
thornbush = ItemKind -- the wimpiest kind of early tank
{ isymbol = toContentSymbol 't'
, iname = "thornbush"
, ifreq = [(ANIMAL, 20), (IMMOBILE_ANIMAL, 20)]
, iflavour = zipPlain [Brown]
, icount = 1
, irarity = [(1, 13)]
, iverbHit = "scrape"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 30, AddSkill SkMaxCalm 999
, AddSkill SkSpeed 22, AddSkill SkNocto 2
, AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain
, SetFlag Durable ]
, ieffects = []
, idesc = "Each branch bears long, curved thorns."
, ikit = [ (S_THORN, COrgan) -- after all run out, it's weaponless
, (S_BARK, COrgan) ]
}
geyserBoiling = ItemKind
{ isymbol = toContentSymbol 'g'
, iname = "geyser"
, ifreq = [(ANIMAL, 8), (IMMOBILE_ANIMAL, 30), (GEOPHENOMENON, 1)]
, iflavour = zipPlain [Blue]
, icount = 1
, irarity = [(1, 10), (10, 6)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 10, AddSkill SkMaxCalm 999
, AddSkill SkSpeed 11, AddSkill SkNocto 2
, AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain
, SetFlag Durable ]
, ieffects = []
, idesc = "A jet of acidic water, hot enough to melt flesh."
, ikit = [(S_BOILING_VENT, COrgan), (S_BOILING_FISSURE, COrgan)]
}
geyserArsenic = ItemKind
{ isymbol = toContentSymbol 'g'
, iname = "arsenic geyser"
, ifreq = [(ANIMAL, 8), (IMMOBILE_ANIMAL, 40), (GEOPHENOMENON, 1)]
, iflavour = zipPlain [Cyan]
, icount = 1
, irarity = [(1, 10), (10, 6)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 20, AddSkill SkMaxCalm 999
, AddSkill SkSpeed 22, AddSkill SkNocto 2, AddSkill SkShine 3
, AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain
, SetFlag Durable ]
, ieffects = []
, idesc = "The sharp scent betrays the poison within the spray."
, ikit = [(S_ARSENIC_VENT, COrgan), (S_ARSENIC_FISSURE, COrgan)]
}
geyserSulfur = ItemKind
{ isymbol = toContentSymbol 'g'
, iname = "sulfur geyser"
, ifreq = [(ANIMAL, 8), (IMMOBILE_ANIMAL, 120), (GEOPHENOMENON, 1)]
, iflavour = zipPlain [BrYellow] -- exception, animal with bright color
, icount = 1
, irarity = [(1, 10), (10, 6)]
, iverbHit = "thud"
, iweight = 80000
, idamage = 0
, iaspects = [ AddSkill SkMaxHP 20, AddSkill SkMaxCalm 999
, AddSkill SkSpeed 22, AddSkill SkNocto 2, AddSkill SkShine 3
, AddSkill SkWait 1, AddSkill SkMelee 1 -- no brain
, SetFlag Durable ]
, ieffects = []
, idesc = "The pool boils and bubbles, stinking of rotten eggs. Despite the smell, these waters purify and strengthen."
, ikit = [(S_SULFUR_VENT, COrgan), (S_SULFUR_FISSURE, COrgan)]
}
|