StendhalRefactoringCreatures: Difference between revisions

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** Archon
* Ball Lightning
* Balrog (implemented)
* Bugbear
* Cockatrice
* Djinn - non-undead shapeshifting nocturnal spirit posessing free will (implemented)
* Elementals
** Air - Adept in the wind element (implemented)
** Air
** Earth - Adept in the earth element (implemented)
** Earth
** Fire - Adept in the fire element (implemented)
** Fire
** Lightning - Adept in the wind element, but more powerful then the Air element
** Lightning
** Water - Adept in the water/ice element (implemented)
** Water
* Fire Ant
* Gelatinous Cube - attempts to swallow you
* Giant Mimic
* Gnomes (implemented)
* Homunculus - induces sleep
* Killer Bee (implemented)
* Ki-rin
* Kraken
* Leprechaun (implemented)
* Marilith - female torso atop a snake body with multiple arms, intelligent
* Mimic (implemented)
* Naga
* Naga (implemented)
* Ogres
* Ogres (implemented)
* Olog-hai
* Trolls
* Werewolf (implemented)
 
===Animals===
* Boar (implemented)
* Caverat (implemented)
* Cobra (implemented)
* Bear (black and normal one, implemented)
* Bear
* Giantrat (implemented)
* Rat (implemented - several kind of rats including such as giant rat)
* Rat
* Wolf (implemented - big bad wolf (rare creature), normal wolf)
* Wolf
* Dog
* Cat (implemented - you can buy cats in Ados)
* Cat
* Sheep (implemented)
* Deer (implemented)
====Added Animals====
* Bat
** Vampire Bat
* Carnivorous Ape
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* Crocodile
* Fox
* Griffin
* Hell Hound
* Leocrotta
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* Stymphalian Birds
* Unicorn
 
===Beholders===
* Beholder
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===Giants===
* ogre (<b><i><span style="color:orange">added</span></i></b>)
* Ogre
* Hillhill Giantsgiants
* cyclops (<b><i><span style="color:orange">added</span></i></b>)
* Cyclops
* giant cyclops
* Mountain Giants
* mountain giants
* Fire Giants
* Icefire Giantsgiants
* ice giants (<b><i><span style="color:orange">added</span></i></b>)
====Added Giants====
* Ettin - two-headed
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===Goblin===
* goblin (<b><i><span style="color:orange">added</span></i></b>)
* Goblin
* veteran goblin (<b><i><span style="color:orange">added</span></i></b>)
* Goblin Veteran
* Goblin Chief
====Added Goblins====
* Hobgoblin
 
===Human===
* Bandit
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* Soldier/Warrior
===Kobold===
* kobold (<b><i><span style="color:orange">added</span></i></b>)
* Kobold
* Kobold Hunter
* Kobold Chief
 
=== Mohiko ===
* black mohiko
* red mohiko
 
===Orcs===
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===Undead===
* doom (higher level <creature>death</creature>)
* Ghost
* ghost (<b><i><span style="color:orange">added</span></i></b>)
* Zombie
* zombie (<b><i><span style="color:orange">added</span></i></b>)
* Zombie Veteran
* vampire (<b><i><span style="color:orange">added</span></i></b>)
* Vampire
* lich (<b><i><span style="color:orange">added</span></i></b>)
* Lich
* mummy (<b><i><span style="color:orange">added</span></i></b>)
* Mummy
* Skeletal Warrior (<b><i><span style="color:orange">added:</span></i></b> <creature>warrior skeleton</creature>)
* Skeletal Warrior
* Skeleton King
====Added Undead====
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So AI should be based on small ''blocks of behaviour'', each of them should be simple to do, and using that we can assign several profiles to the AI based on these behaviours.
 
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