/** * Events that can occur when wandering around the world **/ Events.Encounters = [ /* Tier 1 */ { /* Snarling Beast */ title: 'A Snarling Beast', isAvailable: function() { return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FOREST; }, scenes: { 'start': { combat: true, enemy: 'snarling beast', char: 'B', damage: 1, hit: 0.8, attackDelay: 1, health: 5, loot: { 'fur': { min: 1, max: 3, chance: 1 }, 'meat': { min: 1, max: 3, chance: 1 }, 'teeth': { min: 1, max: 3, chance: 0.8 } }, notification: 'a snarling beast leaps out of the underbrush' } } }, { /* Gaunt Man */ title: 'A Gaunt Man', isAvailable: function() { return World.getDistance() <= 10 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'gaunt man', char: 'G', damage: 2, hit: 0.8, attackDelay: 2, health: 6, loot: { 'cloth': { min: 1, max: 3, chance: 0.8 }, 'teeth': { min: 1, max: 2, chance: 0.8 }, 'leather': { min: 1, max: 2, chance: 0.5 } }, notification: 'a gaunt man approaches, a crazed look in his eye' } } }, { /* Strange Bird */ title: 'A Strange Bird', isAvailable: function() { return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FIELD; }, scenes: { 'start': { combat: true, enemy: 'strange bird', char: 'B', damage: 3, hit: 0.8, attackDelay: 2, health: 4, loot: { 'scales': { min: 1, max: 3, chance: 0.8 }, 'teeth': { min: 1, max: 2, chance: 0.5 }, 'meat': { min: 1, max: 3, chance: 0.8 } }, notification: 'a strange looking bird speeds across the plains' } } }, /* Tier 2*/ { /* Shivering Man */ title: 'A Shivering Man', isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'shivering man', char: 'S', damage: 5, hit: 0.5, attackDelay: 1, health: 20, loot: { 'cloth': { min: 1, max: 1, chance: 0.2 }, 'teeth': { min: 1, max: 2, chance: 0.8 }, 'leather': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 3, chance: 0.7 } }, notification: 'a shivering man approaches and attacks with surprising strength' } } }, { /* Man-eater */ title: 'A Man-Eater', isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FOREST; }, scenes: { 'start': { combat: true, enemy: 'man-eater', char: 'E', damage: 3, hit: 0.8, attackDelay: 1, health: 25, loot: { 'fur': { min: 5, max: 10, chance: 1 }, 'meat': { min: 5, max: 10, chance: 1 }, 'teeth': { min: 5, max: 10, chance: 0.8 } }, notification: 'a large creature attacks, claws freshly bloodied' } } }, { /* Scavenger */ title: 'A Scavenger', isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'scavenger', char: 'S', damage: 4, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'iron': { min: 1, max: 5, chance: 0.5 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, notification: 'a scavenger draws close, hoping for an easy score' } } }, { /* Huge Lizard */ title: 'A Huge Lizard', isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FIELD; }, scenes: { 'start': { combat: true, enemy: 'lizard', char: 'L', damage: 5, hit: 0.8, attackDelay: 2, health: 20, loot: { 'scales': { min: 5, max: 10, chance: 0.8 }, 'teeth': { min: 5, max: 10, chance: 0.5 }, 'meat': { min: 5, max: 10, chance: 0.8 } }, notification: 'the grass thrashes wildly as a huge lizard pushes through' } } }, /* Tier 3*/ { /* Feral Terror */ title: 'A Feral Terror', isAvailable: function() { return World.getDistance() > 20 && World.getTerrain() == World.TILE.FOREST; }, scenes: { 'start': { combat: true, enemy: 'feral terror', char: 'F', damage: 6, hit: 0.8, attackDelay: 1, health: 45, loot: { 'fur': { min: 5, max: 10, chance: 1 }, 'meat': { min: 5, max: 10, chance: 1 }, 'teeth': { min: 5, max: 10, chance: 0.8 } }, notification: 'a beast, wilder than imagining, erupts out of the foliage' } } }, { /* Soldier */ title: 'A Soldier', isAvailable: function() { return World.getDistance() > 20 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'soldier', ranged: true, char: 'D', damage: 8, hit: 0.8, attackDelay: 2, health: 50, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, notification: 'a soldier opens fire from across the desert' } } }, { /* Sniper */ title: 'A Sniper', isAvailable: function() { return World.getDistance() > 20 && World.getTerrain() == World.TILE.FIELD; }, scenes: { 'start': { combat: true, enemy: 'sniper', char: 'S', damage: 15, hit: 0.8, attackDelay: 4, health: 30, ranged: true, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, notification: 'a shot rings out, from somewhere in the long grass' } } }, ];