forked from github/server
variable-based monster spawns
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4 changed files with 24 additions and 12 deletions
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@ -50,6 +50,8 @@
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"rules.reserve.twophase": true,
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"rules.give.max_men": -1,
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"rules.check_overload": false,
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"rules.wage.function": 2,
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"monsters.spawn.chance" : 0,
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"rules.limit.faction": 2500,
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"rules.maxskills.magic": 5,
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"rules.guard.base_stop_prob": 0.30,
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6
conf/ex/readme.txt
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6
conf/ex/readme.txt
Normal file
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@ -0,0 +1,6 @@
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# Änderungen gegenüber E2
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- ARBEITE produziert nur genug Silber für den Unterhalt der Einheit
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- NUMMER Befehl abgeschafft.
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- Ebene und Hochland haben 20%, alle anderen Regionen 10% der Arbeitsplätze von E2.
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- Keine Zufallsmonster
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@ -1,11 +1,11 @@
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{
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"terrains": {
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"ocean": {
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"size": 100,
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"size": 10,
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"flags": [ "swim", "sea", "sail", "fly" ]
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},
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"plain": {
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"size": 10000,
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"size": 2000,
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"herbs": [ "h0", "h1", "h2", "h3", "h4", "h5" ],
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"seed": 3,
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"road": 50,
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@ -32,7 +32,7 @@
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}
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},
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"swamp": {
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"size": 2000,
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"size": 200,
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"herbs": [ "h6", "h7", "h8" ],
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"seed": 2,
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"road": 75,
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@ -59,7 +59,7 @@
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}
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},
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"desert": {
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"size": 500,
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"size": 50,
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"herbs": [ "h9", "h10", "h11" ],
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"seed": 2,
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"road": 100,
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@ -86,7 +86,7 @@
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}
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},
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"highland": {
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"size": 4000,
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"size": 800,
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"herbs": [ "h12", "h13", "h14" ],
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"seed": 2,
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"road": 100,
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@ -113,7 +113,7 @@
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}
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},
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"mountain": {
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"size": 1000,
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"size": 100,
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"herbs": [ "h15", "h16", "h17" ],
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"seed": 2,
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"road": 250,
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@ -140,7 +140,7 @@
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}
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},
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"glacier": {
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"size": 100,
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"size": 10,
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"herbs": [ "h18", "h19", "h20" ],
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"seed": 2,
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"road": 250,
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@ -167,7 +167,7 @@
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}
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},
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"iceberg": {
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"size": 100,
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"size": 10,
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"herbs": [ "h18", "h19", "h20" ],
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"flags": [ "arctic", "land", "walk", "sail", "fly" ],
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"production": {
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@ -186,7 +186,7 @@
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}
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},
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"iceberg_sleep": {
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"size": 100,
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"size": 10,
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"herbs": [ "h18", "h19", "h20" ],
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"flags": [ "arctic", "land", "walk", "sail", "fly" ],
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"production": {
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@ -220,7 +220,7 @@
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"flags": [ "forbidden" ]
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},
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"volcano": {
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"size": 500,
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"size": 50,
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"road": 250,
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"seed": 1,
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"flags": [ "land", "walk", "sail", "fly" ],
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@ -246,7 +246,7 @@
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}
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},
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"activevolcano": {
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"size": 500,
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"size": 50,
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"road": 250,
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"flags": [ "land", "walk", "sail", "fly" ],
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"production": {
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@ -974,7 +974,11 @@ void spawn_undead(void)
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{
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region *r;
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faction *monsters = get_monsters();
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int spawn_chance = config_get_int("monsters.spawn.chance", 100) * 10;
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if (spawn_chance <= 0) {
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return;
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}
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for (r = regions; r; r = r->next) {
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int unburied = deathcount(r);
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@ -985,7 +989,7 @@ void spawn_undead(void)
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}
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if (r->land && unburied > rpeasants(r) / 20
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&& rng_int() % 10000 < 100) {
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&& rng_int() % spawn_chance < 100) {
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message *msg;
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unit *u;
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/* es ist sinnfrei, wenn irgendwo im Wald 3er-Einheiten Untote entstehen.
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