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-- ToME - Tales of Middle-Earth
-- Copyright (C) 2009, 2010 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 function makeGolem()
return require("mod.class.NPC").new{
type = "construct", subtype = "golem",
display = 'g', color=colors.WHITE,
level_range = {1, 50},
combat = { dam=10, atk=10, apr=0, dammod={str=1} },
body = { INVEN = 50, MAINHAND=1, OFFHAND=1, BODY=1,},
infravision = 20,
rank = 3,
size_category = 4,
autolevel = "warrior",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=4, ai_move="move_astar" },
energy = { mod=1 },
stats = { str=14, dex=12, mag=10, con=12 },
no_auto_resists = true,
open_door = true,
blind_immune = 1,
fear_immune = 1,
see_invisible = 2,
no_breath = 1,
}
end
newTalent{
name = "Refit Golem",
type = {"spell/golemancy", 1},
require = spells_req1,
points = 1,
action = function(self, t)
if not self.alchemy_golem then
self.alchemy_golem = game.zone:finishEntity(game.level, "actor", makeGolem())
if not self.alchemy_golem then return end
self.alchemy_golem.faction = self.faction
self.alchemy_golem.summoner = self
self.alchemy_golem.summoner_gain_exp = true
end
if game.level:hasEntity(self.alchemy_golem) then
else
-- Find space
local x, y = util.findFreeGrid(self.x, self.y, 5, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to summon!")
return
end
game.zone:addEntity(game.level, self.alchemy_golem, "actor", x, y)
end
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
return ([[Carve %d to %d alchemist gems out of natural gems.
Alchemists gems are used for lots of other spells.]]):format(40, 80)
end,
}
newTalent{
name = "Golem: Taunt",
type = {"spell/golemancy", 1},
require = spells_req1,
points = 5,
range = function(self, t)
return math.ceil(5 + self:getDex(12))
end,
computeDamage = function(self, t, ammo)
local inc_dam = 0
local damtype = DamageType.FIRE
local particle = "ball_fire"
if self:isTalentActive(self.T_ACID_INFUSION) then inc_dam = self:getTalentLevel(self.T_ACID_INFUSION) * 0.05; damtype = DamageType.ACID; particle = "ball_acid"
elseif self:isTalentActive(self.T_LIGHTNING_INFUSION) then inc_dam = self:getTalentLevel(self.T_LIGHTNING_INFUSION) * 0.05; damtype = DamageType.LIGHTNING; particle = "ball_lightning"
elseif self:isTalentActive(self.T_FROST_INFUSION) then inc_dam = self:getTalentLevel(self.T_FROST_INFUSION) * 0.05; damtype = DamageType.ICE; particle = "ball_ice"
else inc_dam = self:getTalentLevel(self.T_FIRE_INFUSION) * 0.05
end
local dam = self:combatTalentSpellDamage(t, 15, 150, (ammo.alchemist_power + self:combatSpellpower()) / 2)
dam = dam * (1 + inc_dam)
return dam, damtype, particle
end,
action = function(self, t)
local ammo = self:hasAlchemistWeapon()
if not ammo then
game.logPlayer(self, "You need to ready alchemist gems in your quiver.")
return
end
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentLevelRaw(self.T_EXPLOSION_EXPERT), talent=t}
if tg.radius == 0 then tg.type = "hit" end
local x, y = self:getTarget(tg)
if not x or not y then return nil end
ammo = self:removeObject(self:getInven("QUIVER"), 1)
if not ammo then return end
local dam, damtype, particle = t.computeDamage(self, t, ammo)
local prot = self:getTalentLevelRaw(self.T_ALCHEMIST_PROTECTION) * 0.2
local grids = self:project(tg, x, y, function(tx, ty)
-- Protect yourself
local d = dam
if tx == self.x and ty == self.y then d = dam * (1 - prot) end
DamageType:get(damtype).projector(self, tx, ty, damtype, self:spellCrit(d))
end)
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(x, y, tg.radius, particle, {radius=tg.radius, grids=grids, tx=x, ty=y})
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
local ammo = self:hasAlchemistWeapon()
local dam, damtype = 1, DamageType.FIRE
if ammo then dam, damtype = t.computeDamage(self, t, ammo) end
return ([[Imbue an alchemist gem with an explosive charge of mana and throw it.
The gem will explode for %0.2f %s damage.
The damage will improve with better gems and Magic stat and the range with your dexterity.]]):format(dam, DamageType:get(damtype).name)
end,
}
newTalent{
name = "Golem: Knockback",
type = {"spell/golemancy", 2},
require = spells_req2,
mode = "passive",
points = 5,
info = function(self, t)
return ([[Your alchemist bombs now affect a radius of %d around them.]]):format(self:getTalentLevelRaw(t))
end,
}
newTalent{
name = "Golem: Crush",
type = {"spell/golemancy", 3},
require = spells_req3,
mode = "passive",
points = 5,
on_learn = function(self, t)
self.resists[DamageType.FIRE] = (self.resists[DamageType.FIRE] or 0) + 3
self.resists[DamageType.COLD] = (self.resists[DamageType.COLD] or 0) + 3
self.resists[DamageType.LIGHTNING] = (self.resists[DamageType.LIGHTNING] or 0) + 3
self.resists[DamageType.ACID] = (self.resists[DamageType.ACID] or 0) + 3
end,
on_unlearn = function(self, t)
self.resists[DamageType.FIRE] = self.resists[DamageType.FIRE] - 3
self.resists[DamageType.COLD] = self.resists[DamageType.COLD] - 3
self.resists[DamageType.LIGHTNING] = self.resists[DamageType.LIGHTNING] - 3
self.resists[DamageType.ACID] = self.resists[DamageType.ACID] - 3
end,
info = function(self, t)
return ([[Improves your resistance against your own bombs elemental damage by %d%% and against external one byt %d%%.]]):
format(self:getTalentLevelRaw(t) * 20, self:getTalentLevelRaw(t) * 3)
end,
}
newTalent{
name = "Invoke Golem",
type = {"spell/golemancy",4},
require = spells_req4,
points = 5,
action = function(self, t)
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
return ([[Carve %d to %d alchemist gems out of muliple natural gems, combining their powers.
Alchemists gems are used for lots of other spells.]]):format(40, 80)
end,
}