torment.lua 4.44 KB
-- 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

newTalent{
	name = "Willful Tormenter",
	type = {"corruption/torment", 1},
	require = corrs_req1,
	mode = "sustained",
	points = 5,
	cooldown = 20,
	tactical = { BUFF = 2 },
	activate = function(self, t)
		game:playSoundNear(self, "talents/flame")
		return {
			vim = self:addTemporaryValue("max_vim", self:getTalentLevel(t) * 15),
		}
	end,
	deactivate = function(self, t, p)
		self:removeTemporaryValue("max_vim", p.vim)
		return true
	end,
	info = function(self, t)
		return ([[You set your mind toward a single goal: the destruction of all your foes.
		Increases the maximum amount of vim you can store by %d.]]):
		format(self:getTalentLevel(t) * 15)
	end,
}

newTalent{
	name = "Blood Lock",
	type = {"corruption/torment", 2},
	require = corrs_req2,
	points = 5,
	cooldown = 16,
	vim = 12,
	range = 10,
	radius = 2,
	tactical = { DISABLE = 1 },
	direct_hit = true,
	no_energy = true,
	requires_target = true,
	target = function(self, t)
		return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t}
	end,
	action = function(self, t)
		local tg = self:getTalentTarget(t)
		local x, y = self:getTarget(tg)
		if not x or not y then return nil end
		self:project(tg, x, y, function(tx, ty)
			local target = game.level.map(tx, ty, Map.ACTOR)
			if not target or target == self then return end
			target:setEffect(target.EFF_BLOOD_LOCK, 2 + math.ceil(self:getTalentLevel(t) * 2), {src=self, dam=self:combatTalentSpellDamage(t, 4, 90), power=1+(self:getTalentLevel(t) / 10), apply_power=self:combatSpellpower()})
		end)
		game:playSoundNear(self, "talents/slime")
		return true
	end,
	info = function(self, t)
		return ([[Reach out to your foe's blood and health. Any creature struck by Blood Lock will be unable to heal above their current life value (at the time of the casting) for %d turns in a radius 2.]]):
		format(2 + math.ceil(self:getTalentLevel(t) * 2))
	end,
}

newTalent{
	name = "Overkill",
	type = {"corruption/torment", 3},
	require = corrs_req3,
	points = 5,
	mode = "sustained",
	cooldown = 20,
	sustain_vim = 18,
	tactical = { BUFF = 2 },
	activate = function(self, t)
		game:playSoundNear(self, "talents/flame")
		return {
			ov = self:addTemporaryValue("overkill", 40 + self:combatTalentSpellDamage(t, 10, 90)),
		}
	end,
	deactivate = function(self, t, p)
		self:removeTemporaryValue("overkill", p.ov)
		return true
	end,
	info = function(self, t)
		return ([[When you kill a creature, the remainer of the damage done will not be lost. Instead %d%% of it will splash in a radius 2, doing blight damage.
		The damage will increase with Magic stat.]]):format(40 + self:combatTalentSpellDamage(t, 10, 90))
	end,
}

newTalent{
	name = "Blood Vengeance",
	type = {"corruption/torment", 4},
	require = corrs_req4,
	points = 5,
	mode = "sustained",
	cooldown = 20,
	getPower = function(self, t) return math.max(2, 10 - self:getTalentLevelRaw(t)), util.bound(40 + self:combatTalentSpellDamage(t, 10, 90), 0, 100) end,
	sustain_vim = 22,
	tactical = { BUFF = 2 },
	activate = function(self, t)
		local l, c = t.getPower(self, t)
		game:playSoundNear(self, "talents/flame")
		return {
			l = self:addTemporaryValue("reduce_spell_cooldown_on_hit", l),
			c = self:addTemporaryValue("reduce_spell_cooldown_on_hit_chance", c),
		}
	end,
	deactivate = function(self, t, p)
		self:removeTemporaryValue("reduce_spell_cooldown_on_hit", p.l)
		self:removeTemporaryValue("reduce_spell_cooldown_on_hit_chance", p.c)
		return true
	end,
	info = function(self, t)
		local l, c = t.getPower(self, t)
		return ([[When you are dealt a blow that reduces your life by at least %d%% you have %d%% chances to reduce the remaining cooldown of all your spells by 1.
		The chance will increase with Magic stat.]]):
		format(l, c)
	end,
}