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dg authoredgit-svn-id: http://svn.net-core.org/repos/t-engine4@5385 51575b47-30f0-44d4-a5cc-537603b46e54
slumber.lua 10.22 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011, 2012 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
-- Edge TODO: Sounds
newTalent{
name = "Slumber",
type = {"psionic/slumber", 1},
points = 5,
require = psi_wil_req1,
cooldown = 8,
psi = 10,
tactical = { DISABLE = {sleep = 2} },
direct_hit = true,
requires_target = true,
range = function(self, t) return 5 + math.min(5, self:getTalentLevelRaw(t)) end,
target = function(self, t) return {type="hit", range=self:getTalentRange(t), talent=t} end,
getDuration = function(self, t) return 2 + math.ceil(self:getTalentLevel(t)/2) end,
getInsomniaDuration = function(self, t)
local t = self:getTalentFromId(self.T_SANDMAN)
local reduction = t.getInsomniaReduction(self, t)
return 10 - reduction
end,
getSleepPower = function(self, t)
local power = self:combatTalentMindDamage(t, 10, 100)
if self:knowTalent(self.T_SANDMAN) then
local t = self:getTalentFromId(self.T_SANDMAN)
power = power + t.getSleepPowerBonus(self, t)
end
return power
end,
doContagiousSlumber = function(self, target, p, t)
local tg = {type="ball", radius=1, talent=t}
self:project(tg, target.x, target.y, function(tx, ty)
local t2 = game.level.map(tx, ty, Map.ACTOR)
if t2 and target_two ~= target and rng.percent(p.contagious) and t2:canBe("sleep") then
t2:setEffect(t2.EFF_SLEEP, math.floor(p.dur/2), {src=self, power=p.power/10, waking=p.waking, insomnia=math.ceil(p.insomnia/2), no_ct_effect=true, apply_power=self:combatMindpower()})
game.level.map:particleEmitter(target.x, target.y, 1, "generic_charge", {rm=0, rM=0, gm=100, gM=200, bm=200, bM=255, am=35, aM=90})
end
end)
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not x or not y then return nil end
local _ _, x, y = self:canProject(tg, x, y)
target = game.level.map(x, y, Map.ACTOR)
if not target then return nil end
--Contagious?
local is_contagious = 0
if self:getTalentLevel(t) >= 5 then
is_contagious = 25
end
--Restless?
local is_waking =0
if self:knowTalent(self.T_RESTLESS_NIGHT) then
local t = self:getTalentFromId(self.T_RESTLESS_NIGHT)
is_waking = t.getDamage(self, t)
end
local power = self:mindCrit(t.getSleepPower(self, t))
if target:canBe("sleep") then
target:setEffect(target.EFF_SLUMBER, t.getDuration(self, t), {src=self, power=power, waking=is_waking, contagious=is_contagious, insomnia=t.getInsomniaDuration(self, t), no_ct_effect=true, apply_power=self:combatMindpower()})
game.level.map:particleEmitter(target.x, target.y, 1, "generic_charge", {rm=180, rM=200, gm=100, gM=120, bm=30, bM=50, am=70, aM=180})
else
game.logSeen(self, "%s resists the sleep!", target.name:capitalize())
end
return true
end,
info = function(self, t)
local duration = t.getDuration(self, t)
local power = t.getSleepPower(self, t)
local insomnia = t.getInsomniaDuration(self, t)
return([[Puts the target into a deep sleep for %d turns, rendering it unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends the target will suffer from Insomnia for %d turns, rendering them resistant to sleep effects.
At talent level 5 your Slumber will become contagious and has a 25%% chance to spread Sleep to nearby targets each turn.
The damage threshold will scale with your mindpower.]]):format(duration, power, insomnia)
end,
}
newTalent{
name = "Restless Night",
type = {"psionic/slumber", 2},
points = 5,
require = psi_wil_req2,
mode = "passive",
getDamage = function(self, t) return self:combatTalentMindDamage(t, 20, 200) end,
info = function(self, t)
local damage = t.getDamage(self, t)
return([[Targets you have slept now take %0.2f mind damage upon waking.
The damage will scale with your mindpower.]]):format(damDesc(self, DamageType.MIND, (damage)))
end,
}
newTalent{
name = "Sandman",
type = {"psionic/slumber", 3},
points = 5,
require = psi_wil_req3,
mode = "passive",
getSleepPowerBonus = function(self, t) return self:combatTalentMindDamage(t, 5, 25) end,
getInsomniaReduction = function(self, t) return math.min(8, math.floor(self:getTalentLevel(self.T_SANDMAN))) end,
info = function(self, t)
local power_bonus = t.getSleepPowerBonus(self, t)
local reduction = t.getInsomniaReduction(self, t)
return([[Increases the amount of damage you can deal to sleeping targets before reducing the effect duration by %d and reduces the duration of all Insomnia effects by %d turns.
These effects will be directly reflected in the appropriate talent descriptions.
The damage threshold bonus will scale with your mindpower.]]):format(power_bonus, reduction)
end,
}
newTalent{
name = "Dreamscape",
type = {"psionic/slumber", 4},
points = 5,
require = psi_wil_req4,
cooldown = 24,
psi = 40,
tactical = { DISABLE = {sleep = 2} },
direct_hit = true,
requires_target = true,
range = function(self, t) return 5 + math.min(5, self:getTalentLevelRaw(t)) end,
target = function(self, t) return {type="hit", range=self:getTalentRange(t), talent=t} end,
getDuration = function(self, t) return 10 + math.ceil(self:getTalentLevel(t) * 4) end,
getPower = function(self, t) return self:combatTalentMindDamage(t, 10, 100) end,
on_pre_use = function(self, t, silent) if self:attr("is_psychic_projection") then if not silent then game.logPlayer(self, "You feel it unwise to travel to the dreamscape in such a fragile form.") end return false end return true end,
action = function(self, t)
if game.zone.is_dream_scape then
game.logPlayer(self, "This talent can not be used from within the Dreamscape.")
return
end
if game.zone.no_planechange then
game.logPlayer(self, "This talent can not be used here.")
return
end
if not self:canBe("planechange") then
game.logPlayer(self, "The effect fizzles...")
return
end
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty or not target then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
if not tx or not ty or not target then return nil end
target = game.level.map(tx, ty, Map.ACTOR)
if not tx or not ty or not target then return nil end
if not (target.player and target.game_ender) and not (self.player and self.game_ender) then return nil end
if target == self then return end
if not (target and target:attr("sleep")) then
game.logPlayer(self, "Your target must be sleeping in order to enter it's dreamscape.")
return nil
end
game:onTickEnd(function()
if self:attr("dead") then return end
local oldzone = game.zone
local oldlevel = game.level
-- Clean up thought-forms
cancelThoughtForms(self)
-- Remove them before making the new elvel, this way party memebrs are not removed from the old
if oldlevel:hasEntity(self) then oldlevel:removeEntity(self) end
if oldlevel:hasEntity(target) then oldlevel:removeEntity(target) end
oldlevel.no_remove_entities = true
local zone = mod.class.Zone.new("dreamscape-talent")
local level = zone:getLevel(game, 1, 0)
oldlevel.no_remove_entities = nil
level:addEntity(self)
level:addEntity(target)
level.source_zone = oldzone
level.source_level = oldlevel
game.zone = zone
game.level = level
game.zone_name_s = nil
local x1, y1 = util.findFreeGrid(4, 6, 20, true, {[Map.ACTOR]=true})
if x1 then
self:move(x1, y1, true)
game.level.map:particleEmitter(x1, y1, 1, "generic_teleport", {rm=0, rM=0, gm=180, gM=255, bm=180, bM=255, am=35, aM=90})
end
local x2, y2 = util.findFreeGrid(8, 6, 20, true, {[Map.ACTOR]=true})
if x2 then
target:move(x2, y2, true)
end
target:setTarget(self)
target.dream_plane_trapper = self
target.dream_plane_on_die = target.on_die
target.on_die = function(self, ...)
self.dream_plane_trapper:removeEffect(self.EFF_DREAMSCAPE)
local args = {...}
game:onTickEnd(function()
if self.dream_plane_on_die then self:dream_plane_on_die(unpack(args)) end
self.on_die, self.dream_plane_on_die = self.dream_plane_on_die, nil
end)
end
self.dream_plane_on_die = self.on_die
self.on_die = function(self, ...)
self:removeEffect(self.EFF_DREAMSCAPE)
local args = {...}
game:onTickEnd(function()
if self.dream_plane_on_die then self:dream_plane_on_die(unpack(args)) end
self.on_die, self.dream_plane_on_die = self.dream_plane_on_die, nil
-- if not game.party:hasMember(self) then world:gainAchievement("FEARSCAPE", game:getPlayer(true)) end
end)
end
game.logPlayer(game.player, "#LIGHT_BLUE#You are taken to the Dreamscape!")
end)
local power = self:mindCrit(t.getPower(self, t))
self:setEffect(self.EFF_DREAMSCAPE, t.getDuration(self, t), {target=target, power=power, projections_killed=0, x=self.x, y=self.y, tx=target.x, ty=target.y})
return true
end,
info = function(self, t)
local duration = t.getDuration(self, t)
local power = t.getPower(self, t)
return([[Enter a sleeping target's dreams for %d turns. While in the dreamscape you'll encounter the target's invulnerable sleeping form as well as dream projections that it will spawn every four turns to defend it's mind. When the dreamscape ends the target's life will be reduced by 20%% and it will to be brainlocked for one turn for each projection destroyed.
Lucid dreamers will spawn projections every two turns instead of every four and their projections will deal more damage (generally projections have a 50%% penalty to all damage).
In the dreamscape your damage will be improved by %d%%.
The damage bonus will improve with your mindpower.]]):format(duration, power)
end,
}