-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

local Talents = require "engine.interface.ActorTalents"

newEntity{
	define_as = "BASE_SLING",
	slot = "MAINHAND",
	type = "weapon", subtype="sling",
	display = "}", color=colors.UMBER, image = resolvers.image_material("sling", "leather"),
	moddable_tile = resolvers.moddable_tile("sling"),
	encumber = 4,
	rarity = 5,
	combat = { talented = "sling", sound = "actions/sling", sound_miss = "actions/sling", },
	archery = "sling",
	require = { talent = { Talents.T_SHOOT }, },
	proj_image = resolvers.image_material("shot_s", "metal"),
	basic_ammo = { talented = "sling", damrange = 1.2},
	desc = [[投石索是用来向敌人投掷石头或金属块的。]],
	randart_able = { attack=40, physical=80, spell=20, def=10, misc=10 },
	egos = "/data/general/objects/egos/sling.lua", egos_chance = { prefix=resolvers.mbonus(40, 5), suffix=resolvers.mbonus(40, 5) },
}

newEntity{ base = "BASE_SLING",
	name = "粗制投石索", short_name = "rough",
	level_range = {1, 10},
	require = { stat = { dex=11 }, },
	cost = 5,
	material_level = 1,
	combat = {
		range = 6,
		physspeed = 0.8,
	},
	basic_ammo = {
		dam = resolvers.rngavg(7,12),
		apr = 1,
		physcrit = 4,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SLING",
	name = "精制投石索", short_name = "cured",
	level_range = {10, 20},
	require = { stat = { dex=16 }, },
	cost = 10,
	material_level = 2,
	combat = {
		range = 7,
		physspeed = 0.8,
	},
	basic_ammo = {
		dam = resolvers.rngavg(15,22),
		apr = 2,
		physcrit = 4.5,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SLING",
	name = "硬皮投石索", short_name = "hardened",
	level_range = {20, 30},
	require = { stat = { dex=24 }, },
	cost = 15,
	material_level = 3,
	combat = {
		range = 8,
		physspeed = 0.8,
	},
	basic_ammo = {
		dam = resolvers.rngavg(28,37),
		apr = 3,
		physcrit = 5,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SLING",
	name = "强化投石索", short_name = "reinforced",
	level_range = {30, 40},
	require = { stat = { dex=35 }, },
	cost = 25,
	material_level = 4,
	combat = {
		range = 9,
		physspeed = 0.8,
	},
	basic_ammo = {
		dam = resolvers.rngavg(40,47),
		apr = 5,
		physcrit = 5.5,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SLING",
	name = "龙皮投石索", short_name = "drakeskin",
	level_range = {40, 50},
	require = { stat = { dex=48 }, },
	cost = 35,
	material_level = 5,
	combat = {
		range = 10,
		physspeed = 0.8,
	},
	basic_ammo = {
		dam = resolvers.rngavg(50, 57),
		apr = 6,
		physcrit = 7,
		dammod = {dex=0.7, cun=0.5},
	},
}

------------------ AMMO -------------------

newEntity{
	define_as = "BASE_SHOT",
	slot = "QUIVER",
	type = "ammo", subtype="shot",
	add_name = " (#COMBAT#)",
	display = "{", color=colors.UMBER, image = resolvers.image_material("shot", "metal"),
	encumber = 0.03,
	rarity = 11,
	combat = { talented = "sling", damrange = 1.2},
	proj_image = resolvers.image_material("shot_s", "metal"),
	archery_ammo = "sling",
	desc = [[弹丸是配合投石索投掷敌人用的。]],
	generate_stack = resolvers.rngavg(100,200),
	egos = "/data/general/objects/egos/ammo.lua", egos_chance = {100, resolvers.mbonus(30, 5)},
	stacking = true,
}

newEntity{ base = "BASE_SHOT",
	name = "铁弹", short_name = "iron",
	level_range = {1, 10},
	require = { stat = { dex=11 }, },
	cost = 0.05,
	material_level = 1,
	combat = {
		dam = resolvers.rngavg(7,12),
		apr = 1,
		physcrit = 4,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SHOT",
	name = "钢弹", short_name = "steel",
	level_range = {10, 20},
	require = { stat = { dex=16 }, },
	cost = 0.10,
	material_level = 2,
	combat = {
		dam = resolvers.rngavg(15,22),
		apr = 2,
		physcrit = 4.5,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SHOT",
	name = "矮人钢弹", short_name = "d.steel",
	level_range = {20, 30},
	require = { stat = { dex=24 }, },
	cost = 0.15,
	material_level = 3,
	combat = {
		dam = resolvers.rngavg(28,37),
		apr = 3,
		physcrit = 5,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SHOT",
	name = "蓝锆石弹", short_name = "stralite",
	level_range = {30, 40},
	require = { stat = { dex=35 }, },
	cost = 0.25,
	material_level = 4,
	combat = {
		dam = resolvers.rngavg(40,47),
		apr = 5,
		physcrit = 5.5,
		dammod = {dex=0.7, cun=0.5},
	},
}

newEntity{ base = "BASE_SHOT",
	name = "沃瑞钽弹", short_name = "voratun",
	level_range = {40, 50},
	require = { stat = { dex=48 }, },
	cost = 0.35,
	material_level = 5,
	combat = {
		dam = resolvers.rngavg(50, 57),
		apr = 6,
		physcrit = 7,
		dammod = {dex=0.7, cun=0.5},
	},
}
