Files
adarkroom/script/events/encounters.js
T
Michael Townsend 19abccfcc4 Adding ADR to Github
2013-07-03 07:56:13 -07:00

325 lines
6.4 KiB
JavaScript

/**
* 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*/
{ /* 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
}
},
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
}
},
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
}
},
notification: 'a shot rings out, from somewhere in the long grass'
}
}
},
];