Deliantra

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Deliantra/Data.pm  view on Meta::CPAN

	  [
	    'resist_godpower',
	    {
	      name => 'resist godpower %',
	      type => 'int'
	    }
	  ]
	]
      ]
    ],
    use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the ...
  },
  'Monster (Grimreaper)' => {
    desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
    ignore => [
      'material',
      'name_pl',
      'nrof',
      'value',
      'unpaid'
    ],

Deliantra/Protocol/Base.pm  view on Meta::CPAN

}

# not documented, maybe not so useful
sub addme { }

sub addme_guard {
   my ($self) = @_;

   $self->addme_wait;

   Scalar::Util::weaken $self;
   AnyEvent::Util::guard {
      $self->addme_ok if $self;
   }
}

sub token {
   ++$_[0]{token}
}

sub feed {

res/types.xml  view on Meta::CPAN

         monster is unbeatable. Similar, it's not exciting to fight orcs
         after passing a room of dragons.<br>
         This rule applies only for linear maps (one room after the other),
         with treasure at the end. You can sprinkle the treasure around,
         or make non-linear maps - That is often more entertaining.
    <LI> Places with high level monsters must not be easy to reach.
         Balrogs, Dragonmen and the likes should be at the end of a quest,
         not at the beginning.
    <LI> Don't stick monsters together that tend to kill each other.
         Fire- and cold dragons in one room for example is a bad idea.
         By weakening and killing each other they are easy prey for players,
         not worth the experience they hold.
    <LI> Create your own monsters, especially for "boss"-type monsters.
         Having stage-bosses guarding treasure is a lot of fun when done right.
         Avoid to create monsters with completely non-intuitive abilities:
         Don't give ice-spells to firedragons or vice versa. Don't add
         draining attack to trolls, etc. Additionally, you should inform the
         player before he bumps right into some very special/unusual monster.
    <LI> Last but not least: Always keep an eye on the experience your monsters
         hold. Design your maps in a way that high experience
         is always well-defended. Don't make large rooms full with only one kind



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