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dg authored
All talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances New tactical AI info: CURE, so it can know when to try to remove bad effects git-svn-id: http://svn.net-core.org/repos/t-engine4@4638 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredAll talents now have tactiacl infos about the damage type they do so that the tactical AI can choose accordingly to target's resistances New tactical AI info: CURE, so it can know when to try to remove bad effects git-svn-id: http://svn.net-core.org/repos/t-engine4@4638 51575b47-30f0-44d4-a5cc-537603b46e54
necrosis.lua 8.38 KiB
-- 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
newTalent{
name = "Blurred Mortality",
type = {"spell/necrosis",1},
require = spells_req1,
mode = "sustained",
points = 5,
sustain_mana = 30,
cooldown = 30,
tactical = { BUFF = 2 },
activate = function(self, t)
local ret = {
die_at = self:addTemporaryValue("die_at", -50 * self:getTalentLevelRaw(t)),
}
return ret
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("die_at", p.die_at)
return true
end,
info = function(self, t)
return ([[The line between life and death blurs for you; you can only die when you reach -%d life.
However, when below 0 you cannot see how much life you have left.]]):
format(50 * self:getTalentLevelRaw(t))
end,
}
newTalent{
name = "Impending Doom",
type = {"spell/necrosis",2},
require = spells_req2,
points = 5,
mana = 70,
cooldown = 30,
tactical = { ATTACK = { ARCANE = 3 }, DISABLE = 2 },
range = 7,
requires_target = true,
getMax = function(self, t) return 200 + self:combatTalentSpellDamage(t, 28, 850) end,
getDamage = function(self, t) return 50 + self:combatTalentSpellDamage(t, 10, 100) end,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(px, py)
local target = game.level.map(px, py, Map.ACTOR)
if not target then return end
local dam = target.life * t.getDamage(self, t) / 100
dam = math.min(dam, t.getMax(self, t))
target:setEffect(target.EFF_IMPENDING_DOOM, 10, {dam=dam/10, src=self})
end, 1, {type="freeze"})
return true
end,
info = function(self, t)
return ([[Your target's doom draws near. It cannot regenerate or heal at all and will take %d%% of its remaining life (or %0.2f, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower.]]):
format(t.getDamage(self, t), t.getMax(self, t))
end,
}
newTalent{
name = "Undeath Link",
type = {"spell/necrosis",3},
require = spells_req3,
points = 5,
random_ego = "attack",
mana = 35,
cooldown = 20,
tactical = { HEAL = 2 },
getHeal = function(self, t) return 20 + self:combatTalentSpellDamage(t, 10, 70) end,
on_pre_use = function(self, t)
if game.party and game.party:hasMember(self) then
for act, def in pairs(game.party.members) do
if act.summoner and act.summoner == self and act.necrotic_minion then
return true
end
end
else
for uid, act in pairs(game.level.entities) do
if act.summoner and act.summoner == self and act.necrotic_minion then
return true
end
end
end
return false
end,
action = function(self, t)
local heal = t.getHeal(self, t)
if game.party and game.party:hasMember(self) then
for act, def in pairs(game.party.members) do
if act.summoner and act.summoner == self and act.necrotic_minion then
act:takeHit(act.max_life * heal / 100, self)
end
end
else
for uid, act in pairs(game.level.entities) do
if act.summoner and act.summoner == self and act.necrotic_minion then
act:takeHit(act.max_life * heal / 100, self)
end
end
end
self:heal(self.max_life * heal / 100)
game:playSoundNear(self, "talents/ice")
return true
end,
info = function(self, t)
local heal = t.getHeal(self, t)
return ([[Absorb %d%% of all your minions' life (possibly destroying them) and use this energy to heal you for %d%% of your total life.
The healing will increase with your Spellpower.]]):
format(heal, heal)
end,
}
newTalent{
name = "Lichform",
type = {"spell/necrosis",4},
require = {
stat = { mag=function(level) return 40 + (level-1) * 2 end },
level = function(level) return 20 + (level-1) end,
special = { desc="'From Death, Life' quest completed", fct=function(self, t) return self:isQuestStatus("lichform", engine.Quest.DONE) end},
},
mode = "sustained",
points = 5,
sustain_mana = 150,
cooldown = 30,
no_npc_use = true,
becomeLich = function(self, t)
self.descriptor.race = "Undead"
self.descriptor.subrace = "Lich"
self.moddable_tile = "skeleton"
self.moddable_tile_nude = true
self.moddable_tile_base = "base_lich_01.png"
self.moddable_tile_ornament = nil
self.blood_color = colors.GREY
self:attr("poison_immune", 1)
self:attr("disease_immune", 0.5)
self:attr("stun_immune", 0.5)
self:attr("cut_immune", 1)
self:attr("fear_immune", 1)
self:attr("no_breath", 1)
self:attr("undead", 1)
self.resists[DamageType.COLD] = (self.resists[DamageType.COLD] or 0) + 20
self.resists[DamageType.DARKNESS] = (self.resists[DamageType.DARKNESS] or 0) + 20
self.inscription_restrictions = self.inscription_restrictions or {}
self.inscription_restrictions["inscriptions/runes"] = true
self.inscription_restrictions["inscriptions/taints"] = true
local level = self:getTalentLevel(t)
if level < 2 then
self:incIncStat("mag", -3) self:incIncStat("wil", -3)
self.resists.all = (self.resists.all or 0) - 10
elseif level < 3 then
-- nothing
elseif level < 4 then
self:incIncStat("mag", 3) self:incIncStat("wil", 3)
self.life_rating = self.life_rating + 1
elseif level < 5 then
self:incIncStat("mag", 3) self:incIncStat("wil", 3)
self:attr("combat_spellresist", 10) self:attr("combat_mentalresist", 10)
self.life_rating = self.life_rating + 2
elseif level < 6 then
self:incIncStat("mag", 5) self:incIncStat("wil", 5)
self:attr("combat_spellresist", 10) self:attr("combat_mentalresist", 10)
self.resists_cap.all = (self.resists_cap.all or 0) + 10
self.life_rating = self.life_rating + 2
else
self:incIncStat("mag", 6) self:incIncStat("wil", 6) self:incIncStat("cun", 6)
self:attr("combat_spellresist", 15) self:attr("combat_mentalresist", 15)
self.resists_cap.all = (self.resists_cap.all or 0) + 15
self.life_rating = self.life_rating + 3
end
if self:attr("blood_life") then
self.blood_life = nil
game.log("#GREY#As you turn into a powerful undead you feel your body violently rejecting the Blood of Life.")
end
require("engine.ui.Dialog"):simplePopup("Lichform", "#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!")
game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
end,
on_pre_use = function(self, t)
if self:attr("undead") then return false else return true end
end,
activate = function(self, t)
local ret = {
mana = self:addTemporaryValue("mana_regen", -4),
}
return ret
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("mana_regen", p.mana)
return true
end,
info = function(self, t)
return ([[Your true goal. The purpose of all necromancy, to become a powerful and everliving Lich!
If you are killed while this spell is active the arcane forces you unleash will be able to rebuild your body into Lichform.
All liches gain the following intrinsics:
- Poison, cut, fear immunity
- Disease resistance 50%%
- Stun resistance 50%%
- Cold and darkness resistance 20%%
- No need to breathe
- Infusions do not work
Also:
At level 1: -3 to all stats, -10%% to all resistances. Such meagre devotion!
At level 2: Nothing
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive)
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%%
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%%. Fear my power!
The undead cannot use this talent.
While active it will drain 4 mana per turn.]]):
format()
end,
}