Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 1 | /* Humni, 2005-07-01 : habbich mal gebaut */ |
| 2 | |
| 3 | /* Verwendung: 1. Erben |
| 4 | 2. Entweder die Einzelfunktionen aufrufen oder einfach |
| 5 | BuildUp(int spielerlevel) aufrufen und danach noch |
| 6 | bei Bedarf modifizieren. |
| 7 | */ |
| 8 | |
| 9 | inherit "/std/npc"; |
| 10 | |
| 11 | #include <properties.h> |
| 12 | #include <language.h> |
| 13 | #include <new_skills.h> |
| 14 | #include <combat.h> |
| 15 | |
| 16 | // In das Kommando-Array kommen die ganzen Befehle, die der NPC kann. |
| 17 | string* attack_kommandos; |
| 18 | string* defend_kommandos; |
| 19 | mapping row_kommandos; |
| 20 | |
| 21 | |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 22 | protected void create() |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 23 | { |
| 24 | ::create(); |
| 25 | |
| 26 | attack_kommandos=({}); |
| 27 | defend_kommandos=({}); |
| 28 | row_kommandos=([]); |
| 29 | SetProp(P_GUILD,"abenteurer"); |
| 30 | seteuid(getuid(this_object())); |
| 31 | } |
| 32 | |
| 33 | /* Mal als simpel-Methode eingebaut, vielleicht kann das ja irgend ein NPC |
| 34 | auch noch so brauchen.*/ |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 35 | void AddAttackCommand(string str) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 36 | { |
| 37 | attack_kommandos+=({str}); |
| 38 | } |
| 39 | |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 40 | void AddDefendCommand(string str) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 41 | { |
| 42 | defend_kommandos+=({str}); |
| 43 | } |
| 44 | |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 45 | void AddRowCommand(int row, string str) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 46 | { |
| 47 | string * com; |
| 48 | if (!pointerp(row_kommandos[row])) |
| 49 | { |
| 50 | row_kommandos+=([row:({str})]); |
| 51 | } |
| 52 | else |
| 53 | { |
| 54 | com=row_kommandos[row]; |
| 55 | com+=({str}); |
| 56 | row_kommandos+=([row:com]); |
| 57 | } |
| 58 | } |
| 59 | |
| 60 | /* Sehr simpel gemacht, gebe ich gerne zu.*/ |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 61 | void AddPreferedRow(int row) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 62 | { |
| 63 | AddDefendCommand(sprintf("team reihe %d",row)); |
| 64 | } |
| 65 | |
| 66 | /* BuildSkills: Baut die Skills im NPC auf. |
| 67 | |
| 68 | Idee: Level genauso gross wie Mindeslevel fuer Spell: Ability 1000. Danach pro Level>Mindestlevel +1000, bis zu 10000. |
| 69 | |
| 70 | Kampfspells: Saeurestrahl, Feuerball, Schnell, Ausweichen, Kampfschrei. |
| 71 | */ |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 72 | void BuildSkills(int level) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 73 | { |
| 74 | int val; |
| 75 | if (level>=11) |
| 76 | { |
| 77 | val=((level>21)?10000:(level-10)*1000); |
| 78 | ModifySkill("pfeil",val); |
| 79 | AddAttackCommand("pfeil"); |
| 80 | AddAttackCommand("pfeil"); |
| 81 | AddRowCommand(2,"pfeil"); |
| 82 | AddRowCommand(2,"pfeil"); |
| 83 | } |
| 84 | if (level>=15) |
| 85 | { |
| 86 | val=((level>25)?10000:(level-14)*1000); |
| 87 | ModifySkill("feuerball",val); |
| 88 | AddAttackCommand("feuerball"); |
| 89 | AddAttackCommand("feuerball"); |
| 90 | AddRowCommand(3,"feuerball"); |
| 91 | AddRowCommand(3,"feuerball"); |
| 92 | AddRowCommand(2,"feuerball"); |
| 93 | AddRowCommand(3,"feuerball"); |
| 94 | AddRowCommand(4,"feuerball"); |
| 95 | } |
| 96 | if (level>=30) |
| 97 | { |
| 98 | val=((level>40)?10000:(level-30)*1000); |
| 99 | ModifySkill("saeurestrahl",val); |
| 100 | AddAttackCommand("saeurestrahl"); |
| 101 | AddAttackCommand("saeurestrahl"); |
| 102 | AddRowCommand(4,"saeurestrahl"); |
| 103 | AddRowCommand(4,"saeurestrahl"); |
| 104 | AddRowCommand(4,"saeurestrahl"); |
| 105 | AddRowCommand(4,"saeurestrahl"); |
| 106 | AddRowCommand(3,"saeurestrahl"); |
| 107 | } |
| 108 | if (level>=17) |
| 109 | { |
| 110 | val=((level>27)?10000:(level-16)*1000); |
| 111 | ModifySkill("schnell",val); |
| 112 | AddRowCommand(1,"schnell"); |
| 113 | AddRowCommand(1,"schnell"); |
| 114 | } |
| 115 | if (level>=12) |
| 116 | { |
| 117 | val=((level>27)?10000:(level-16)*1000); |
| 118 | ModifySkill("ausweichen",val); |
| 119 | AddRowCommand(1,"ausweichen"); |
| 120 | AddRowCommand(1,"ausweichen"); |
| 121 | AddRowCommand(1,"ausweichen"); |
| 122 | } |
| 123 | if (level>=13) |
| 124 | { |
| 125 | val=((level>13)?10000:(level-12)*1000); |
| 126 | ModifySkill("kampfschrei",val); |
| 127 | AddAttackCommand("kampfschrei"); |
| 128 | AddAttackCommand("kampfschrei"); |
| 129 | } |
| 130 | |
| 131 | ModifySkill(SK_FIGHT,([SI_SKILLABILITY:((level>50)?10000:level*200)]),150,"ANY"); |
| 132 | } |
| 133 | |
| 134 | //Nachbau...geklaut aus /std/player/skills.c |
| 135 | |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 136 | void StdSkill_Fight(object me, string sname, mapping sinfo) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 137 | { |
| 138 | int val, w; |
| 139 | object enemy; |
| 140 | |
| 141 | if (!mappingp(sinfo) || !objectp(sinfo[P_WEAPON])) |
| 142 | return 0; |
| 143 | |
| 144 | w = ([WT_KNIFE : 8, |
| 145 | WT_SWORD : 5, |
| 146 | WT_AXE : 4, |
| 147 | WT_SPEAR : 6, |
| 148 | WT_CLUB : 1, |
| 149 | WT_WHIP : 9, |
| 150 | WT_STAFF : 7])[sinfo[P_WEAPON]->QueryProp(P_WEAPON_TYPE)]; |
| 151 | |
| 152 | |
| 153 | val = sinfo[SI_SKILLABILITY]*(sinfo[P_WEAPON]->QueryProp(P_WC)* |
| 154 | (w*QueryAttribute(A_DEX)+ |
| 155 | (10-w)*QueryAttribute(A_STR))/800) |
| 156 | /MAX_ABILITY; |
| 157 | |
| 158 | sinfo[SI_SKILLDAMAGE]+=val; |
| 159 | |
| 160 | //Naja, gut. Lernen hab ich nicht uebernommen, das tut der NPC nicht. |
| 161 | |
| 162 | } |
| 163 | |
| 164 | void SpellAttack(object enemy) |
| 165 | { |
| 166 | int row; |
| 167 | string* cmds; |
| 168 | row=PresentPosition(); |
| 169 | cmds=attack_kommandos; |
| 170 | if (pointerp(row_kommandos[row])) |
| 171 | cmds+=row_kommandos[row]; |
| 172 | if (sizeof(cmds)>0) |
| 173 | command(cmds[random(sizeof(cmds))]); |
| 174 | ::SpellAttack(enemy); |
| 175 | } |
| 176 | |
| 177 | int Defend(int dam, mixed dam_type, mixed spell, object enemy) |
| 178 | { |
| 179 | if (sizeof(defend_kommandos)>0) |
| 180 | command(defend_kommandos[random(sizeof(defend_kommandos))]); |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 181 | return ::Defend(dam,dam_type,spell,enemy); |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 182 | } |
| 183 | |
Zesstra | 34045d5 | 2019-06-12 23:41:11 +0200 | [diff] [blame] | 184 | void BuildUp(int spielerlevel) |
Bugfix | 183214d | 2016-08-18 16:38:26 +0200 | [diff] [blame] | 185 | { |
| 186 | // Sehr simpel, zugegeben. |
| 187 | create_default_npc(spielerlevel); |
| 188 | BuildSkills(spielerlevel); |
| 189 | AddPreferedRow(spielerlevel>30?4:(spielerlevel>15?3:(spielerlevel>11?2:1))); |
| 190 | } |