Added comments for "poiscreens" and "encounters"
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@ -5,10 +5,16 @@ import './variables.js';
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//5-50 abominations, 51-200 MWBOS, 201-255 legion, a5-a40 NCR, b0-b30 abomination, b40-b80 abomination, b90+ NCR, b80-b90 enclave
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//HLE = high level encounter, this is a filter that determines if the player can get, as the name implies, high level encounters
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//This function, which is called whenever the player moves, runs a quick calculation to determine if the player encounters
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//an enemy. If they do encounter an enemy, the function uses the player's location to determine which enemy they encounter.
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//The farther the player goes, the more likely they are to encounter a high-level enemy. Enemies scale in health and damage with
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//the player's level.
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export function naturalEncounter(location){
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var HLE = false;
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var encounter = false;
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var encounterLuck = randomNumber(1, 100);
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//Checks if the player gets an encounter, and what enemy pool the encounter comes from.
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if(location > 250){
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HLE = true;
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}
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@ -48,6 +54,7 @@ export function naturalEncounter(location){
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}
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}
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//Draws the enemy/encounter from an array of different possible encounters.
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if(encounter != false){
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switch(encounter){
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case "abomination":
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@ -133,6 +140,8 @@ export function naturalEncounter(location){
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}
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};
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//Used for when we need to ensure that the player encounters an enemy somewhere. Also used for combat testing.
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//Function takes in the faction of the enemy, and if the enemy can be/has to be a high level encounter.
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export function forcedEncounter(HLE, faction, forcedHLE){
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var HLEDeterminant = randomNumber(1, 2)
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if((HLE == true && HLEDeterminant == 1) || forcedHLE == true){
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@ -172,6 +181,7 @@ export function forcedEncounter(HLE, faction, forcedHLE){
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}
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}
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//A list of arrays with every possible enemy encounter, as well as their stats and equipment.
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var raiderEncounters = [
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{name: "Raider Aspirant", faction: "raider", minLevel: 1, maxLevel: 15, health: 10, weapon: equipmentList[2], armor: equipmentList[10]},
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{name: "Raider", faction: "raider", minLevel: 15, maxLevel: 25, health: 10, weapon: equipmentList[2], armor: equipmentList[10]},
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