physical.lua
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011, 2012, 2013 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 Stats = require "engine.interface.ActorStats"
local Particles = require "engine.Particles"
local Entity = require "engine.Entity"
local Chat = require "engine.Chat"
local Map = require "engine.Map"
local Level = require "engine.Level"
newEffect{
name = "CUT", image = "effects/cut.png",
desc = "Bleeding",
long_desc = function(self, eff) return ("Huge cut that bleeds, doing %0.2f physical damage per turn."):format(eff.power) end,
type = "physical",
subtype = { wound=true, cut=true },
status = "detrimental",
parameters = { power=1 },
on_gain = function(self, err) return "#Target# starts to bleed.", "+Bleeds" end,
on_lose = function(self, err) return "#Target# stops bleeding.", "-Bleeds" end,
on_merge = function(self, old_eff, new_eff)
-- Merge the flames!
local olddam = old_eff.power * old_eff.dur
local newdam = new_eff.power * new_eff.dur
local dur = math.ceil((old_eff.dur + new_eff.dur) / 2)
old_eff.dur = dur
old_eff.power = (olddam + newdam) / dur
return old_eff
end,
on_timeout = function(self, eff)
DamageType:get(DamageType.PHYSICAL).projector(eff.src or self, self.x, self.y, DamageType.PHYSICAL, eff.power)
end,
}
newEffect{
name = "DEEP_WOUND", image = "talents/bleeding_edge.png",
desc = "Deep Wound",
long_desc = function(self, eff) return ("Huge cut that bleeds, doing %0.2f physical damage per turn and decreasing all heals received by %d%%."):format(eff.power, eff.heal_factor) end,
type = "physical",
subtype = { wound=true, cut=true },
status = "detrimental",
parameters = {power=10, heal_factor=30},
on_gain = function(self, err) return "#Target# starts to bleed.", "+Deep Wounds" end,
on_lose = function(self, err) return "#Target# stops bleeding.", "-Deep Wounds" end,
activate = function(self, eff)
eff.healid = self:addTemporaryValue("healing_factor", -eff.heal_factor / 100)
end,
on_timeout = function(self, eff)
DamageType:get(DamageType.PHYSICAL).projector(eff.src or self, self.x, self.y, DamageType.PHYSICAL, eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("healing_factor", eff.healid)
end,
}
newEffect{
name = "REGENERATION", image = "talents/infusion__regeneration.png",
desc = "Regeneration",
long_desc = function(self, eff) return ("A flow of life spins around the target, regenerating %0.2f life per turn."):format(eff.power) end,
type = "physical",
subtype = { nature=true, healing=true },
status = "beneficial",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# starts regenerating health quickly.", "+Regen" end,
on_lose = function(self, err) return "#Target# stops regenerating health quickly.", "-Regen" end,
activate = function(self, eff)
if not eff.no_wild_growth then
if self:attr("liferegen_factor") then eff.power = eff.power * (100 + self:attr("liferegen_factor")) / 100 end
if self:attr("liferegen_dur") then eff.dur = eff.dur + self:attr("liferegen_dur") end
end
eff.tmpid = self:addTemporaryValue("life_regen", eff.power)
if self:knowTalent(self.T_ANCESTRAL_LIFE) then
local t = self:getTalentFromId(self.T_ANCESTRAL_LIFE)
self.energy.value = self.energy.value + (t.getTurn(self, t) * game.energy_to_act / 100)
end
end,
on_timeout = function(self, eff)
if self:knowTalent(self.T_ANCESTRAL_LIFE) then
local t = self:getTalentFromId(self.T_ANCESTRAL_LIFE)
self:incEquilibrium(-t.getEq(self, t))
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("life_regen", eff.tmpid)
end,
}
newEffect{
name = "POISONED", image = "effects/poisoned.png",
desc = "Poisoned",
long_desc = function(self, eff) return ("The target is poisoned, taking %0.2f nature damage per turn."):format(eff.power) end,
type = "physical",
subtype = { poison=true, nature=true }, no_ct_effect = true,
status = "detrimental",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# is poisoned!", "+Poison" end,
on_lose = function(self, err) return "#Target# stops being poisoned.", "-Poison" end,
on_merge = function(self, old_eff, new_eff)
-- Merge the poison
local olddam = old_eff.power * old_eff.dur
local newdam = new_eff.power * new_eff.dur
local dur = math.ceil((old_eff.dur + new_eff.dur) / 2)
old_eff.dur = dur
old_eff.power = (olddam + newdam) / dur
if new_eff.max_power then old_eff.power = math.min(old_eff.power, new_eff.max_power) end
return old_eff
end,
on_timeout = function(self, eff)
if self:attr("purify_poison") then self:heal(eff.power)
else DamageType:get(DamageType.NATURE).projector(eff.src, self.x, self.y, DamageType.NATURE, eff.power)
end
end,
}
newEffect{
name = "SPYDRIC_POISON", image = "effects/spydric_poison.png",
desc = "Spydric Poison",
long_desc = function(self, eff) return ("The target is poisoned, taking %0.2f nature damage per turn and unable to move (but can otherwise act freely)."):format(eff.power) end,
type = "physical",
subtype = { poison=true, pin=true, nature=true }, no_ct_effect = true,
status = "detrimental",
parameters = {power=10},
on_gain = function(self, err) return "#Target# is poisoned and cannot move!", "+Spydric Poison" end,
on_lose = function(self, err) return "#Target# is no longer poisoned.", "-Spydric Poison" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("never_move", 1)
end,
on_timeout = function(self, eff)
if self:attr("purify_poison") then self:heal(eff.power)
else DamageType:get(DamageType.NATURE).projector(eff.src, self.x, self.y, DamageType.NATURE, eff.power)
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("never_move", eff.tmpid)
end,
}
newEffect{
name = "INSIDIOUS_POISON", image = "effects/insidious_poison.png",
desc = "Insidious Poison",
long_desc = function(self, eff) return ("The target is poisoned, taking %0.2f nature damage per turn and decreasing all heals received by %d%%."):format(eff.power, eff.heal_factor) end,
type = "physical",
subtype = { poison=true, nature=true }, no_ct_effect = true,
status = "detrimental",
parameters = {power=10, heal_factor=30},
on_gain = function(self, err) return "#Target# is poisoned!", "+Insidious Poison" end,
on_lose = function(self, err) return "#Target# is no longer poisoned.", "-Insidious Poison" end,
activate = function(self, eff)
eff.healid = self:addTemporaryValue("healing_factor", -eff.heal_factor / 100)
end,
on_timeout = function(self, eff)
if self:attr("purify_poison") then self:heal(eff.power)
else DamageType:get(DamageType.NATURE).projector(eff.src, self.x, self.y, DamageType.NATURE, eff.power)
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("healing_factor", eff.healid)
end,
}
newEffect{
name = "CRIPPLING_POISON", image = "talents/crippling_poison.png",
desc = "Crippling Poison",
long_desc = function(self, eff) return ("The target is poisoned and sick, doing %0.2f nature damage per turn. Each time it tries to use a talent there is %d%% chance of failure."):format(eff.power, eff.fail) end,
type = "physical",
subtype = { poison=true, nature=true }, no_ct_effect = true,
status = "detrimental",
parameters = {power=10, fail=5},
on_gain = function(self, err) return "#Target# is poisoned!", "+Crippling Poison" end,
on_lose = function(self, err) return "#Target# is no longer poisoned.", "-Crippling Poison" end,
-- Damage each turn
on_timeout = function(self, eff)
if self:attr("purify_poison") then self:heal(eff.power)
else DamageType:get(DamageType.NATURE).projector(eff.src, self.x, self.y, DamageType.NATURE, eff.power)
end
end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("talent_fail_chance", eff.fail)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("talent_fail_chance", eff.tmpid)
end,
}
newEffect{
name = "NUMBING_POISON", image = "effects/numbing_poison.png",
desc = "Numbing Poison",
long_desc = function(self, eff) return ("The target is poisoned and sick, doing %0.2f nature damage per turn. All damage it does is reduced by %d%%."):format(eff.power, eff.reduce) end,
type = "physical",
subtype = { poison=true, nature=true }, no_ct_effect = true,
status = "detrimental",
parameters = {power=10, reduce=5},
on_gain = function(self, err) return "#Target# is poisoned!", "+Numbing Poison" end,
on_lose = function(self, err) return "#Target# is no longer poisoned.", "-Numbing Poison" end,
-- Damage each turn
on_timeout = function(self, eff)
if self:attr("purify_poison") then self:heal(eff.power)
else DamageType:get(DamageType.NATURE).projector(eff.src, self.x, self.y, DamageType.NATURE, eff.power)
end
end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("numbed", eff.reduce)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("numbed", eff.tmpid)
end,
}
newEffect{
name = "STONE_POISON", image = "talents/stoning_poison.png",
desc = "Stoning Poison",
long_desc = function(self, eff) return ("The target is poisoned and sick, doing %0.2f nature damage per turn. When the effect ends the target will turn to stone for %d turns."):format(eff.power, eff.stone) end,
type = "physical",
subtype = { poison=true, earth=true }, no_ct_effect = true,
status = "detrimental",
parameters = {power=10, reduce=5},
on_gain = function(self, err) return "#Target# is poisoned!", "+Stoning Poison" end,
on_lose = function(self, err) return "#Target# is no longer poisoned.", "-Stoning Poison" end,
-- Damage each turn
on_timeout = function(self, eff)
if self:attr("purify_poison") then self:heal(eff.power)
else DamageType:get(DamageType.NATURE).projector(eff.src, self.x, self.y, DamageType.NATURE, eff.power)
end
end,
activate = function(self, eff)
end,
deactivate = function(self, eff)
if eff.dur <= 0 and self:canBe("stun") and self:canBe("stone") and self:canBe("instakill") then
self:setEffect(self.EFF_STONED, eff.stone, {})
end
end,
}
newEffect{
name = "BURNING", image = "talents/flame.png",
desc = "Burning",
long_desc = function(self, eff) return ("The target is on fire, taking %0.2f fire damage per turn."):format(eff.power) end,
type = "physical",
subtype = { fire=true },
status = "detrimental",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# is on fire!", "+Burn" end,
on_lose = function(self, err) return "#Target# stops burning.", "-Burn" end,
on_merge = function(self, old_eff, new_eff)
-- Merge the flames!
local olddam = old_eff.power * old_eff.dur
local newdam = new_eff.power * new_eff.dur
local dur = math.ceil((old_eff.dur + new_eff.dur) / 2)
old_eff.dur = dur
old_eff.power = (olddam + newdam) / dur
return old_eff
end,
on_timeout = function(self, eff)
DamageType:get(DamageType.FIRE).projector(eff.src, self.x, self.y, DamageType.FIRE, eff.power)
end,
}
newEffect{
name = "BURNING_SHOCK", image = "talents/flameshock.png",
desc = "Burning Shock",
long_desc = function(self, eff) return ("The target is on fire, taking %0.2f fire damage per turn, reducing damage by 70%%, putting random talents on cooldown and reducing movement speed by 50%%. While flameshocked talents do not cooldown."):format(eff.power) end,
type = "physical",
subtype = { fire=true, stun=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is stunned by the burning flame!", "+Burning Shock" end,
on_lose = function(self, err) return "#Target# is not stunned anymore.", "-Burning Shock" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("stunned", 1)
eff.tcdid = self:addTemporaryValue("no_talents_cooldown", 1)
eff.speedid = self:addTemporaryValue("movement_speed", -0.5)
local tids = {}
for tid, lev in pairs(self.talents) do
local t = self:getTalentFromId(tid)
if t and not self.talents_cd[tid] and t.mode == "activated" and not t.innate and t.no_energy ~= true then tids[#tids+1] = t end
end
for i = 1, 4 do
local t = rng.tableRemove(tids)
if not t then break end
self.talents_cd[t.id] = 1 -- Just set cooldown to 1 since cooldown does not decrease while stunned
end
end,
on_timeout = function(self, eff)
DamageType:get(DamageType.FIRE).projector(eff.src, self.x, self.y, DamageType.FIRE, eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("stunned", eff.tmpid)
self:removeTemporaryValue("no_talents_cooldown", eff.tcdid)
self:removeTemporaryValue("movement_speed", eff.speedid)
end,
}
newEffect{
name = "STUNNED", image = "effects/stunned.png",
desc = "Stunned",
long_desc = function(self, eff) return ("The target is stunned, reducing damage by 70%%, putting random talents on cooldown and reducing movement speed by 50%%. While stunned talents do not cooldown."):format() end,
type = "physical",
subtype = { stun=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is stunned!", "+Stunned" end,
on_lose = function(self, err) return "#Target# is not stunned anymore.", "-Stunned" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("stunned", 1)
eff.tcdid = self:addTemporaryValue("no_talents_cooldown", 1)
eff.speedid = self:addTemporaryValue("movement_speed", -0.5)
local tids = {}
for tid, lev in pairs(self.talents) do
local t = self:getTalentFromId(tid)
if t and not self.talents_cd[tid] and t.mode == "activated" and not t.innate and t.no_energy ~= true then tids[#tids+1] = t end
end
for i = 1, 4 do
local t = rng.tableRemove(tids)
if not t then break end
self.talents_cd[t.id] = 1 -- Just set cooldown to 1 since cooldown does not decrease while stunned
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("stunned", eff.tmpid)
self:removeTemporaryValue("no_talents_cooldown", eff.tcdid)
self:removeTemporaryValue("movement_speed", eff.speedid)
end,
}
newEffect{
name = "DISARMED", image = "talents/disarm.png",
desc = "Disarmed",
long_desc = function(self, eff) return "The target is maimed, unable to correctly wield a weapon." end,
type = "physical",
subtype = { disarm=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is disarmed!", "+Disarmed" end,
on_lose = function(self, err) return "#Target# rearms.", "-Disarmed" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("disarmed", 1)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("disarmed", eff.tmpid)
end,
}
newEffect{
name = "CONSTRICTED", image = "talents/constrict.png",
desc = "Constricted",
long_desc = function(self, eff) return ("The target is constricted, preventing movement and making it suffocate (loses %0.2f air per turn)."):format(eff.power) end,
type = "physical",
subtype = { grapple=true, pin=true },
status = "detrimental",
parameters = {power=10},
on_gain = function(self, err) return "#Target# is constricted!", "+Constricted" end,
on_lose = function(self, err) return "#Target# is free to breathe.", "-Constricted" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("never_move", 1)
end,
on_timeout = function(self, eff)
if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) > 1 or eff.src.dead or not game.level:hasEntity(eff.src) then
return true
end
self:suffocate(eff.power, eff.src, (" was constricted to death by %s."):format(eff.src.unique and eff.src.name or eff.src.name:a_an()))
end,
deactivate = function(self, eff)
self:removeTemporaryValue("never_move", eff.tmpid)
end,
}
newEffect{
name = "DAZED", image = "effects/dazed.png",
desc = "Dazed",
long_desc = function(self, eff) return "The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze." end,
type = "physical",
subtype = { stun=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is dazed!", "+Dazed" end,
on_lose = function(self, err) return "#Target# is not dazed anymore.", "-Dazed" end,
activate = function(self, eff)
self:effectTemporaryValue(eff, "dazed", 1)
self:effectTemporaryValue(eff, "never_move", 1)
end,
deactivate = function(self, eff)
end,
}
newEffect{
name = "EVASION", image = "talents/evasion.png",
desc = "Evasion",
long_desc = function(self, eff) return ("The target has %d%% chance to evade melee attacks."):format(eff.chance) end,
type = "physical",
subtype = { evade=true },
status = "beneficial",
parameters = { chance=10 },
on_gain = function(self, err) return "#Target# tries to evade attacks.", "+Evasion" end,
on_lose = function(self, err) return "#Target# is no longer evading attacks.", "-Evasion" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("evasion", eff.chance)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("evasion", eff.tmpid)
end,
}
newEffect{
name = "SPEED", image = "talents/shaloren_speed.png",
desc = "Speed",
long_desc = function(self, eff) return ("Increases global action speed by %d%%."):format(eff.power * 100) end,
type = "physical",
subtype = { speed=true },
status = "beneficial",
parameters = { power=0.1 },
on_gain = function(self, err) return "#Target# speeds up.", "+Fast" end,
on_lose = function(self, err) return "#Target# slows down.", "-Fast" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("global_speed_add", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("global_speed_add", eff.tmpid)
end,
}
newEffect{
name = "SLOW", image = "talents/slow.png",
desc = "Slow",
long_desc = function(self, eff) return ("Reduces global action speed by %d%%."):format( eff.power * 100) end,
type = "physical",
subtype = { slow=true },
status = "detrimental",
parameters = { power=0.1 },
on_gain = function(self, err) return "#Target# slows down.", "+Slow" end,
on_lose = function(self, err) return "#Target# speeds up.", "-Slow" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("global_speed_add", -eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("global_speed_add", eff.tmpid)
end,
}
newEffect{
name = "BLINDED", image = "effects/blinded.png",
desc = "Blinded",
long_desc = function(self, eff) return "The target is blinded, unable to see anything." end,
type = "physical",
subtype = { blind=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# loses sight!", "+Blind" end,
on_lose = function(self, err) return "#Target# recovers sight.", "-Blind" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("blind", 1)
if game.level then
self:resetCanSeeCache()
if self.player then for uid, e in pairs(game.level.entities) do if e.x then game.level.map:updateMap(e.x, e.y) end end game.level.map.changed = true end
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("blind", eff.tmpid)
if game.level then
self:resetCanSeeCache()
if self.player then for uid, e in pairs(game.level.entities) do if e.x then game.level.map:updateMap(e.x, e.y) end end game.level.map.changed = true end
end
end,
}
newEffect{
name = "DWARVEN_RESILIENCE", image = "talents/dwarf_resilience.png",
desc = "Dwarven Resilience",
long_desc = function(self, eff) return ("The target's skin turns to stone, granting %d armour, %d physical save and %d spell save."):format(eff.armor, eff.physical, eff.spell) end,
type = "physical",
subtype = { earth=true },
status = "beneficial",
parameters = { armor=10, spell=10, physical=10 },
on_gain = function(self, err) return "#Target#'s skin turns to stone." end,
on_lose = function(self, err) return "#Target#'s skin returns to normal." end,
activate = function(self, eff)
eff.aid = self:addTemporaryValue("combat_armor", eff.armor)
eff.pid = self:addTemporaryValue("combat_physresist", eff.physical)
eff.sid = self:addTemporaryValue("combat_spellresist", eff.spell)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_armor", eff.aid)
self:removeTemporaryValue("combat_physresist", eff.pid)
self:removeTemporaryValue("combat_spellresist", eff.sid)
end,
}
newEffect{
name = "STONE_SKIN", image = "talents/stoneskin.png",
desc = "Stoneskin",
long_desc = function(self, eff) return ("The target's skin reacts to damage, granting %d armour."):format(eff.power) end,
type = "physical",
subtype = { earth=true },
status = "beneficial",
parameters = { power=10 },
activate = function(self, eff)
eff.aid = self:addTemporaryValue("combat_armor", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_armor", eff.aid)
end,
}
newEffect{
name = "THORNY_SKIN", image = "talents/stoneskin.png",
desc = "Thorny Skin",
long_desc = function(self, eff) return ("The target's skin reacts to damage, granting %d armour and %d%% armour hardiness."):format(eff.ac, eff.hard) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { ac=10, hard=10 },
activate = function(self, eff)
eff.aid = self:addTemporaryValue("combat_armor", eff.ac)
eff.hid = self:addTemporaryValue("combat_armor_hardiness", eff.hard)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_armor", eff.aid)
self:removeTemporaryValue("combat_armor_hardiness", eff.hid)
end,
}
newEffect{
name = "FROZEN_FEET", image = "talents/frozen_ground.png",
desc = "Frozen Feet",
long_desc = function(self, eff) return "The target is frozen on the ground, able to act freely but not move." end,
type = "physical",
subtype = { cold=true, pin=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is frozen to the ground!", "+Frozen" end,
on_lose = function(self, err) return "#Target# warms up.", "-Frozen" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("never_move", 1)
eff.frozid = self:addTemporaryValue("frozen", 1)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("never_move", eff.tmpid)
self:removeTemporaryValue("frozen", eff.frozid)
end,
}
newEffect{
name = "FROZEN", image = "talents/freeze.png",
desc = "Frozen",
long_desc = function(self, eff) return ("The target is encased in ice. All damage done to it will be split, 40%% absorbed by the ice and 60%% by it. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. %d HP on the iceblock remaining."):format(eff.hp) end,
type = "physical", -- Frozen has some serious effects beyond just being frozen, no healing, no teleport, etc. But it can be applied by clearly non-magical sources i.e. Ice Breath
subtype = { cold=true, stun=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is encased in ice!", "+Frozen" end,
on_lose = function(self, err) return "#Target# is free from the ice.", "-Frozen" end,
activate = function(self, eff)
-- Change color
eff.old_r = self.color_r
eff.old_g = self.color_g
eff.old_b = self.color_b
self.color_r = 0
self.color_g = 255
self.color_b = 155
if not self.add_displays then
self.add_displays = { Entity.new{image='npc/iceblock.png', display=' ', display_on_seen=true } }
eff.added_display = true
end
self:removeAllMOs()
game.level.map:updateMap(self.x, self.y)
eff.hp = eff.hp or 100
eff.tmpid = self:addTemporaryValue("encased_in_ice", 1)
eff.healid = self:addTemporaryValue("no_healing", 1)
eff.moveid = self:addTemporaryValue("never_move", 1)
eff.frozid = self:addTemporaryValue("frozen", 1)
eff.defid = self:addTemporaryValue("combat_def", -1000)
eff.rdefid = self:addTemporaryValue("combat_def_ranged", -1000)
eff.sefid = self:addTemporaryValue("negative_status_effect_immune", 1)
self:setTarget(self)
end,
on_timeout = function(self, eff)
self:setTarget(self)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("encased_in_ice", eff.tmpid)
self:removeTemporaryValue("no_healing", eff.healid)
self:removeTemporaryValue("never_move", eff.moveid)
self:removeTemporaryValue("frozen", eff.frozid)
self:removeTemporaryValue("combat_def", eff.defid)
self:removeTemporaryValue("combat_def_ranged", eff.rdefid)
self:removeTemporaryValue("negative_status_effect_immune", eff.sefid)
self.color_r = eff.old_r
self.color_g = eff.old_g
self.color_b = eff.old_b
if eff.added_display then self.add_displays = nil end
self:removeAllMOs()
game.level.map:updateMap(self.x, self.y)
self:setTarget(nil)
end,
}
newEffect{
name = "ETERNAL_WRATH", image = "talents/thaloren_wrath.png",
desc = "Wrath of the Eternals",
long_desc = function(self, eff) return ("The target calls upon its inner resources, improving all damage by %d%% and reducing all damage taken by %d%%."):format(eff.power, eff.power) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# radiates power." end,
on_lose = function(self, err) return "#Target#'s aura of power vanishes." end,
activate = function(self, eff)
eff.pid1 = self:addTemporaryValue("inc_damage", {all=eff.power})
eff.pid2 = self:addTemporaryValue("resists", {all=eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("inc_damage", eff.pid1)
self:removeTemporaryValue("resists", eff.pid2)
end,
}
newEffect{
name = "SHELL_SHIELD", image = "talents/shell_shield.png",
desc = "Shell Shield",
long_desc = function(self, eff) return ("The target takes cover in its shell, reducing all damage taken by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=50 },
on_gain = function(self, err) return "#Target# takes cover under its shell.", "+Shell Shield" end,
on_lose = function(self, err) return "#Target# leaves the cover of its shell.", "-Shell Shield" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {all=eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "PAIN_SUPPRESSION", image = "talents/infusion__wild.png",
desc = "Pain Suppression",
long_desc = function(self, eff) return ("The target ignores pain, reducing all damage taken by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# lessens the pain.", "+Pain Suppression" end,
on_lose = function(self, err) return "#Target# feels pain again.", "-Pain Suppression" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {all=eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "PURGE_BLIGHT", image = "talents/infusion__wild.png",
desc = "Purge Blight",
long_desc = function(self, eff) return ("The target is infused with the power of nature, reducing all blight damage taken by %d%%, increasing spell saves by %d, and granting immunity to diseases."):format(eff.power, eff.power) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# rejects blight!", "+Purge" end,
on_lose = function(self, err) return "#Target# is susceptible to blight again.", "-Purge" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {[DamageType.BLIGHT]=eff.power})
eff.spell_save = self:addTemporaryValue("combat_spellresist", eff.power)
eff.disease = self:addTemporaryValue("disease_immune", 1)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_spellresist", eff.spell_save)
self:removeTemporaryValue("disease_immune", eff.disease)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "SENSE", image = "talents/track.png",
desc = "Sensing",
long_desc = function(self, eff) return "Improves senses, allowing the detection of unseen things." end,
type = "physical",
subtype = { sense=true },
status = "beneficial",
parameters = { range=10, actor=1, object=0, trap=0 },
activate = function(self, eff)
eff.rid = self:addTemporaryValue("detect_range", eff.range)
eff.aid = self:addTemporaryValue("detect_actor", eff.actor)
eff.oid = self:addTemporaryValue("detect_object", eff.object)
eff.tid = self:addTemporaryValue("detect_trap", eff.trap)
self.detect_function = eff.on_detect
game.level.map.changed = true
end,
deactivate = function(self, eff)
self:removeTemporaryValue("detect_range", eff.rid)
self:removeTemporaryValue("detect_actor", eff.aid)
self:removeTemporaryValue("detect_object", eff.oid)
self:removeTemporaryValue("detect_trap", eff.tid)
self.detect_function = nil
end,
}
newEffect{
name = "HEROISM", image = "talents/infusion__heroism.png",
desc = "Heroism",
long_desc = function(self, eff) return ("Increases your three highest stats by %d."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=1 },
activate = function(self, eff)
local l = { {Stats.STAT_STR, self:getStat("str")}, {Stats.STAT_DEX, self:getStat("dex")}, {Stats.STAT_CON, self:getStat("con")}, {Stats.STAT_MAG, self:getStat("mag")}, {Stats.STAT_WIL, self:getStat("wil")}, {Stats.STAT_CUN, self:getStat("cun")}, }
table.sort(l, function(a,b) return a[2] > b[2] end)
local inc = {}
for i = 1, 3 do inc[l[i][1]] = eff.power end
self:effectTemporaryValue(eff, "inc_stats", inc)
self:effectTemporaryValue(eff, "die_at", -eff.die_at)
end,
}
newEffect{
name = "SUNDER_ARMOUR", image = "talents/sunder_armour.png",
desc = "Sunder Armour",
long_desc = function(self, eff) return ("The target's armour is broken, reducing it by %d."):format(eff.power) end,
type = "physical",
subtype = { sunder=true },
status = "detrimental",
parameters = { power=10 },
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("combat_armor", -eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_armor", eff.tmpid)
end,
}
newEffect{
name = "SUNDER_ARMS", image = "talents/sunder_arms.png",
desc = "Sunder Arms",
long_desc = function(self, eff) return ("The target's combat ability is reduced, reducing its attack by %d."):format(eff.power) end,
type = "physical",
subtype = { sunder=true },
status = "detrimental",
parameters = { power=10 },
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("combat_atk", -eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_atk", eff.tmpid)
end,
}
newEffect{
name = "PINNED", image = "effects/pinned.png",
desc = "Pinned to the ground",
long_desc = function(self, eff) return "The target is pinned to the ground, unable to move." end,
type = "physical",
subtype = { pin=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is pinned to the ground.", "+Pinned" end,
on_lose = function(self, err) return "#Target# is no longer pinned.", "-Pinned" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("never_move", 1)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("never_move", eff.tmpid)
end,
}
newEffect{
name = "MIGHTY_BLOWS", image = "effects/mighty_blows.png",
desc = "Mighty Blows",
long_desc = function(self, eff) return ("The target's combat damage is improved by %d."):format(eff.power) end,
type = "physical",
subtype = { golem=true },
status = "beneficial",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# looks menacing." end,
on_lose = function(self, err) return "#Target# looks less menacing." end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("combat_dam", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_dam", eff.tmpid)
end,
}
newEffect{
name = "CRIPPLE", image = "talents/cripple.png",
desc = "Cripple",
long_desc = function(self, eff) return ("The target is crippled, reducing melee, spellcasting and mind speed by %d%%."):format(eff.speed*100) end,
type = "physical",
subtype = { wound=true },
status = "detrimental",
parameters = { speed=0.3 },
on_gain = function(self, err) return "#Target# is crippled." end,
on_lose = function(self, err) return "#Target# is not cripple anymore." end,
activate = function(self, eff)
self:effectTemporaryValue(eff, "combat_physspeed", -eff.speed)
self:effectTemporaryValue(eff, "combat_spellspeed", -eff.speed)
self:effectTemporaryValue(eff, "combat_mindspeed", -eff.speed)
end,
}
newEffect{
name = "BURROW", image = "talents/burrow.png",
desc = "Burrow",
long_desc = function(self, eff) return "The target is able to burrow into walls." end,
type = "physical",
subtype = { earth=true },
status = "beneficial",
parameters = { },
activate = function(self, eff)
eff.pass = self:addTemporaryValue("can_pass", {pass_wall=1})
eff.dig = self:addTemporaryValue("move_project", {[DamageType.DIG]=1})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("can_pass", eff.pass)
self:removeTemporaryValue("move_project", eff.dig)
end,
}
newEffect{
name = "DIM_VISION", image = "talents/sticky_smoke.png",
desc = "Reduced Vision",
long_desc = function(self, eff) return ("The target's vision range is decreased by %d."):format(eff.sight) end,
type = "physical",
subtype = { sense=true },
status = "detrimental",
parameters = { sight=5 },
on_gain = function(self, err) return "#Target# is surrounded by a thick smoke.", "+Dim Vision" end,
on_lose = function(self, err) return "The smoke around #target# dissipate.", "-Dim Vision" end,
activate = function(self, eff)
if self.sight - eff.sight < 1 then eff.sight = self.sight - 1 end
eff.tmpid = self:addTemporaryValue("sight", -eff.sight)
self:setTarget(nil) -- Loose target!
self:doFOV()
end,
deactivate = function(self, eff)
self:removeTemporaryValue("sight", eff.tmpid)
self:doFOV()
end,
}
newEffect{
name = "RESOLVE", image = "talents/resolve.png",
desc = "Resolve",
long_desc = function(self, eff) return ("You gain %d%% resistance against %s."):format(eff.res, DamageType:get(eff.damtype).name) end,
type = "physical",
subtype = { antimagic=true, nature=true },
status = "beneficial",
parameters = { res=10, damtype=DamageType.ARCANE },
on_gain = function(self, err) return "#Target# attunes to the damage.", "+Resolve" end,
on_lose = function(self, err) return "#Target# is no longer attuned.", "-Resolve" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("resists", {[eff.damtype]=eff.res})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.tmpid)
end,
}
newEffect{
name = "WILD_SPEED", image = "talents/infusion__movement.png",
desc = "Wild Speed",
long_desc = function(self, eff) return ("The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is %d%% faster."):format(eff.power) end,
type = "physical",
subtype = { nature=true, speed=true },
status = "beneficial",
parameters = {power=1000},
on_gain = function(self, err) return "#Target# prepares for the next kill!.", "+Wild Speed" end,
on_lose = function(self, err) return "#Target# slows down.", "-Wild Speed" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("wild_speed", 1)
eff.moveid = self:addTemporaryValue("movement_speed", eff.power/100)
if self.ai_state then eff.aiid = self:addTemporaryValue("ai_state", {no_talents=1}) end -- Make AI not use talents while using it
end,
deactivate = function(self, eff)
self:removeTemporaryValue("wild_speed", eff.tmpid)
if eff.aiid then self:removeTemporaryValue("ai_state", eff.aiid) end
self:removeTemporaryValue("movement_speed", eff.moveid)
end,
}
newEffect{
name = "STEP_UP", image = "talents/step_up.png",
desc = "Step Up",
long_desc = function(self, eff) return ("Movement is %d%% faster."):format(eff.power) end,
type = "physical",
subtype = { speed=true, tactic=true },
status = "beneficial",
parameters = {power=1000},
on_gain = function(self, err) return "#Target# prepares for the next kill!.", "+Step Up" end,
on_lose = function(self, err) return "#Target# slows down.", "-Step Up" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("step_up", 1)
eff.moveid = self:addTemporaryValue("movement_speed", eff.power/100)
if self.ai_state then eff.aiid = self:addTemporaryValue("ai_state", {no_talents=1}) end -- Make AI not use talents while using it
end,
deactivate = function(self, eff)
self:removeTemporaryValue("step_up", eff.tmpid)
if eff.aiid then self:removeTemporaryValue("ai_state", eff.aiid) end
self:removeTemporaryValue("movement_speed", eff.moveid)
end,
}
newEffect{
name = "LIGHTNING_SPEED", image = "talents/lightning_speed.png",
desc = "Lightning Speed",
long_desc = function(self, eff) return ("Turn into pure lightning, moving %d%% faster. It also increases your lightning resistance by 100%% and your physical resistance by 30%%."):format(eff.power) end,
type = "physical",
subtype = { lightning=true, speed=true },
status = "beneficial",
parameters = {},
on_gain = function(self, err) return "#Target# turns into pure lightning!.", "+Lightning Speed" end,
on_lose = function(self, err) return "#Target# is back to normal.", "-Lightning Speed" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("lightning_speed", 1)
eff.moveid = self:addTemporaryValue("movement_speed", eff.power/100)
eff.resistsid = self:addTemporaryValue("resists", {
[DamageType.PHYSICAL]=30,
[DamageType.LIGHTNING]=100,
})
if self.ai_state then eff.aiid = self:addTemporaryValue("ai_state", {no_talents=1}) end -- Make AI not use talents while using it
eff.particle = self:addParticles(Particles.new("bolt_lightning", 1))
end,
deactivate = function(self, eff)
self:removeParticles(eff.particle)
self:removeTemporaryValue("lightning_speed", eff.tmpid)
self:removeTemporaryValue("resists", eff.resistsid)
if eff.aiid then self:removeTemporaryValue("ai_state", eff.aiid) end
self:removeTemporaryValue("movement_speed", eff.moveid)
end,
}
newEffect{
name = "DRAGONS_FIRE", image = "talents/fire_breath.png",
desc = "Dragon's Fire",
long_desc = function(self, eff) return ("Dragon blood runs through your veins. You can breathe fire (or have it improved if you already could)."):format() end,
type = "physical",
subtype = { fire=true },
status = "beneficial",
parameters = {power=1},
on_gain = function(self, err) return "#Target#'s throat seems to be burning.", "+Dragon's fire" end,
on_lose = function(self, err) return "#Target#'s throat seems to cool down.", "-Dragon's fire" end,
activate = function(self, eff)
local t_id = self.T_FIRE_BREATH
if not self.talents[t_id] then
-- Auto assign to hotkey
if self.hotkey then
for i = 1, 36 do
if not self.hotkey[i] then
self.hotkey[i] = {"talent", t_id}
break
end
end
end
end
eff.tmpid = self:addTemporaryValue("talents", {[t_id] = eff.power})
end,
deactivate = function(self, eff)
local t_id = self.T_FIRE_BREATH
self:removeTemporaryValue("talents", eff.tmpid)
if self.talents[t_id] == 0 then
self.talents[t_id] = nil
if self.hotkey then
for i, known_t_id in pairs(self.hotkey) do
if known_t_id[1] == "talent" and known_t_id[2] == t_id then self.hotkey[i] = nil end
end
end
end
end,
}
newEffect{
name = "GREATER_WEAPON_FOCUS", image = "talents/greater_weapon_focus.png",
desc = "Greater Weapon Focus",
long_desc = function(self, eff) return ("%d%% chance to score a secondary blow."):format(eff.chance) end,
type = "physical",
subtype = { tactic=true },
status = "beneficial",
parameters = { chance=50 },
activate = function(self, eff)
end,
deactivate = function(self, eff)
end,
}
-- Grappling stuff
newEffect{
name = "GRAPPLING", image = "talents/clinch.png",
desc = "Grappling",
long_desc = function(self, eff) return ("The target is engaged in a grapple. Any movement will break the effect as will some unarmed talents."):format() end,
type = "physical",
subtype = { grapple=true, },
status = "beneficial",
parameters = {},
on_gain = function(self, err) return "#Target# is engaged in a grapple!", "+Grappling" end,
on_lose = function(self, err) return "#Target# has released the hold.", "-Grappling" end,
on_timeout = function(self, eff)
local p = eff.trgt:hasEffect(eff.trgt.EFF_GRAPPLED)
local drain = 6 - (self:getTalentLevelRaw(self.T_CLINCH) or 0)
if not p or p.src ~= self or core.fov.distance(self.x, self.y, eff.trgt.x, eff.trgt.y) > 1 or eff.trgt.dead or not game.level:hasEntity(eff.trgt) then
self:removeEffect(self.EFF_GRAPPLING)
else
self:incStamina(-drain)
end
end,
activate = function(self, eff)
end,
deactivate = function(self, eff)
end,
}
newEffect{
name = "GRAPPLED", image = "talents/grab.png",
desc = "Grappled",
long_desc = function(self, eff) return ("The target is grappled, unable to move, and has its defense and attack reduced by %d."):format(eff.power) end,
type = "physical",
subtype = { grapple=true, pin=true },
status = "detrimental",
parameters = {},
remove_on_clone = true,
on_gain = function(self, err) return "#Target# is grappled!", "+Grappled" end,
on_lose = function(self, err) return "#Target# is free from the grapple.", "-Grappled" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("never_move", 1)
eff.def = self:addTemporaryValue("combat_def", -eff.power)
eff.atk = self:addTemporaryValue("combat_atk", -eff.power)
end,
on_timeout = function(self, eff)
if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) > 1 or eff.src.dead or not game.level:hasEntity(eff.src) then
self:removeEffect(self.EFF_GRAPPLED)
end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_atk", eff.atk)
self:removeTemporaryValue("combat_def", eff.def)
self:removeTemporaryValue("never_move", eff.tmpid)
end,
}
newEffect{
name = "CRUSHING_HOLD", image = "talents/crushing_hold.png",
desc = "Crushing Hold",
long_desc = function(self, eff) return ("The target is being crushed and suffers %d damage each turn"):format(eff.power) end,
type = "physical",
subtype = { grapple=true },
status = "detrimental",
parameters = { power=1 },
on_gain = function(self, err) return "#Target# is being crushed.", "+Crushing Hold" end,
on_lose = function(self, err) return "#Target# has escaped the crushing hold.", "-Crushing Hold" end,
on_timeout = function(self, eff)
local p = self:hasEffect(self.EFF_GRAPPLED)
if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) > 1 or eff.src.dead or not game.level:hasEntity(eff.src) or not (p and p.src == eff.src) then
self:removeEffect(self.EFF_CRUSHING_HOLD)
else
DamageType:get(DamageType.PHYSICAL).projector(eff.src or self, self.x, self.y, DamageType.PHYSICAL, eff.power)
end
end,
}
newEffect{
name = "STRANGLE_HOLD", image = "talents/clinch.png",
desc = "Strangle Hold",
long_desc = function(self, eff) return ("The target is being strangled and may not cast spells and suffers %d damage each turn."):format(eff.power) end,
type = "physical",
subtype = { grapple=true, silence=true },
status = "detrimental",
parameters = { power=1 },
on_gain = function(self, err) return "#Target# is being strangled.", "+Strangle Hold" end,
on_lose = function(self, err) return "#Target# has escaped the strangle hold.", "-Strangle Hold" end,
on_timeout = function(self, eff)
local p = self:hasEffect(self.EFF_GRAPPLED)
if core.fov.distance(self.x, self.y, eff.src.x, eff.src.y) > 1 or eff.src.dead or not game.level:hasEntity(eff.src) or not (p and p.src == eff.src) then
self:removeEffect(self.EFF_STRANGLE_HOLD)
elseif eff.damtype then
local type = eff.damtype
DamageType:get(DamageType[type]).projector(eff.src or self, self.x, self.y, DamageType[type], eff.power)
else
DamageType:get(DamageType.PHYSICAL).projector(eff.src or self, self.x, self.y, DamageType.PHYSICAL, eff.power)
end
end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("silence", 1)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("silence", eff.tmpid)
end,
}
newEffect{
name = "MAIMED", image = "talents/maim.png",
desc = "Maimed",
long_desc = function(self, eff) return ("The target is maimed, reducing damage by %d and global speed by 30%%."):format(eff.power) end,
type = "physical",
subtype = { wound=true, slow=true },
status = "detrimental",
parameters = { atk=10, dam=10 },
on_gain = function(self, err) return "#Target# is maimed.", "+Maimed" end,
on_lose = function(self, err) return "#Target# has recovered from the maiming.", "-Maimed" end,
activate = function(self, eff)
eff.damid = self:addTemporaryValue("combat_dam", -eff.dam)
eff.tmpid = self:addTemporaryValue("global_speed_add", -0.3)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_dam", eff.damid)
self:removeTemporaryValue("global_speed_add", eff.tmpid)
end,
}
newEffect{
name = "COMBO", image = "talents/combo_string.png",
desc = "Combo",
display_desc = function(self, eff) return eff.cur_power.." Combo" end,
long_desc = function(self, eff) return ("The target is in the middle of a combo chain and has earned %d combo points."):format(eff.cur_power) end,
type = "physical",
subtype = { tactic=true },
status = "beneficial",
parameters = { power=1, max=5 },
on_merge = function(self, old_eff, new_eff)
self:removeTemporaryValue("combo", old_eff.tmpid)
old_eff.cur_power = math.min(old_eff.cur_power + new_eff.power, new_eff.max)
old_eff.tmpid = self:addTemporaryValue("combo", {power = old_eff.cur_power})
old_eff.dur = new_eff.dur
return old_eff
end,
activate = function(self, eff)
eff.cur_power = eff.power
eff.tmpid = self:addTemporaryValue("combo", {eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combo", eff.tmpid)
end,
}
newEffect{
name = "DEFENSIVE_MANEUVER", image = "talents/set_up.png",
desc = "Defensive Maneuver",
long_desc = function(self, eff) return ("The target's defense is increased by %d."):format(eff.power) end,
type = "physical",
subtype = { evade=true },
status = "beneficial",
parameters = {power = 1},
on_gain = function(self, err) return "#Target# is moving defensively!", "+Defensive Maneuver" end,
on_lose = function(self, err) return "#Target# isn't moving as defensively anymore.", "-Defensive Maneuver" end,
activate = function(self, eff)
eff.defense = self:addTemporaryValue("combat_def", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_def", eff.defense)
end,
}
newEffect{
name = "SET_UP", image = "talents/set_up.png",
desc = "Set Up",
long_desc = function(self, eff) return ("The target is off balance and is %d%% more likely to be crit by the target that set it up. In addition all its saves are reduced by %d."):format(eff.power, eff.power) end,
type = "physical",
subtype = { tactic=true },
status = "detrimental",
parameters = {power = 1},
on_gain = function(self, err) return "#Target# has been set up!", "+Set Up" end,
on_lose = function(self, err) return "#Target# has survived the set up.", "-Set Up" end,
activate = function(self, eff)
eff.mental = self:addTemporaryValue("combat_mentalresist", -eff.power)
eff.spell = self:addTemporaryValue("combat_spellresist", -eff.power)
eff.physical = self:addTemporaryValue("combat_physresist", -eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_mentalresist", eff.mental)
self:removeTemporaryValue("combat_spellresist", eff.spell)
self:removeTemporaryValue("combat_physresist", eff.physical)
end,
}
newEffect{
name = "Recovery",
desc = "Recovery",
long_desc = function(self, eff) return ("The target is recovering %d life each turn and its healing modifier has been increased by %d%%."):format(eff.regen, eff.heal_mod) end,
type = "physical",
subtype = { heal=true },
status = "beneficial",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# is recovering from the damage!", "+Recovery" end,
on_lose = function(self, err) return "#Target# has finished recovering.", "-Recovery" end,
activate = function(self, eff)
eff.regenid = self:addTemporaryValue("life_regen", eff.regen)
eff.healid = self:addTemporaryValue("healing_factor", eff.heal_mod / 100)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("life_regen", eff.regenid)
self:removeTemporaryValue("healing_factor", eff.healid)
end,
}
newEffect{
name = "REFLEXIVE_DODGING", image = "talents/heightened_reflexes.png",
desc = "Reflexive Dodging",
long_desc = function(self, eff) return ("Increases global action speed by %d%%."):format(eff.power * 100) end,
type = "physical",
subtype = { evade=true, speed=true },
status = "beneficial",
parameters = { power=0.1 },
on_gain = function(self, err) return "#Target# speeds up.", "+Reflexive Dodging" end,
on_lose = function(self, err) return "#Target# slows down.", "-Reflexive Dodging" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("global_speed_add", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("global_speed_add", eff.tmpid)
end,
}
newEffect{
name = "WEAKENED_DEFENSES", image = "talents/exploit_weakness.png",
desc = "Weakened Defenses",
long_desc = function(self, eff) return ("The target's physical resistance has been reduced by %d%%."):format(eff.cur_inc) end,
type = "physical",
subtype = { sunder=true },
status = "detrimental",
parameters = { inc=1, max=5 },
on_merge = function(self, old_eff, new_eff)
self:removeTemporaryValue("resists", old_eff.tmpid)
old_eff.cur_inc = math.max(old_eff.cur_inc + new_eff.inc, new_eff.max)
old_eff.tmpid = self:addTemporaryValue("resists", {[DamageType.PHYSICAL] = old_eff.cur_inc})
old_eff.dur = new_eff.dur
return old_eff
end,
activate = function(self, eff)
eff.cur_inc = eff.inc
eff.tmpid = self:addTemporaryValue("resists", {
[DamageType.PHYSICAL] = eff.inc,
})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.tmpid)
end,
}
newEffect{
name = "WATERS_OF_LIFE", image = "talents/waters_of_life.png",
desc = "Waters of Life",
long_desc = function(self, eff) return ("The target purifies all diseases and poisons, turning them into healing effects.") end,
type = "physical",
subtype = { nature=true, heal=true },
status = "beneficial",
parameters = { },
activate = function(self, eff)
eff.poisid = self:addTemporaryValue("purify_poison", 1)
eff.diseid = self:addTemporaryValue("purify_disease", 1)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("purify_poison", eff.poisid)
self:removeTemporaryValue("purify_disease", eff.diseid)
end,
}
newEffect{
name = "ELEMENTAL_HARMONY", image = "effects/elemental_harmony.png",
desc = "Elemental Harmony",
long_desc = function(self, eff)
if eff.type == DamageType.FIRE then return ("Increases global speed by %d%%."):format(100 * (0.1 + eff.power / 16))
elseif eff.type == DamageType.COLD then return ("Increases armour by %d."):format(3 + eff.power *2)
elseif eff.type == DamageType.LIGHTNING then return ("Increases all stats by %d."):format(math.floor(eff.power))
elseif eff.type == DamageType.ACID then return ("Increases life regen by %0.2f%%."):format(5 + eff.power * 2)
elseif eff.type == DamageType.NATURE then return ("Increases all resists by %d%%."):format(5 + eff.power * 1.4)
end
end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { },
activate = function(self, eff)
if eff.type == DamageType.FIRE then
eff.tmpid = self:addTemporaryValue("global_speed_add", 0.1 + eff.power / 16)
elseif eff.type == DamageType.COLD then
eff.tmpid = self:addTemporaryValue("combat_armor", 3 + eff.power * 2)
elseif eff.type == DamageType.LIGHTNING then
eff.tmpid = self:addTemporaryValue("inc_stats",
{
[Stats.STAT_STR] = math.floor(eff.power),
[Stats.STAT_DEX] = math.floor(eff.power),
[Stats.STAT_MAG] = math.floor(eff.power),
[Stats.STAT_WIL] = math.floor(eff.power),
[Stats.STAT_CUN] = math.floor(eff.power),
[Stats.STAT_CON] = math.floor(eff.power),
})
elseif eff.type == DamageType.ACID then
eff.tmpid = self:addTemporaryValue("life_regen", 5 + eff.power * 2)
elseif eff.type == DamageType.NATURE then
eff.tmpid = self:addTemporaryValue("resists", {all=5 + eff.power * 1.4})
end
end,
deactivate = function(self, eff)
if eff.type == DamageType.FIRE then
self:removeTemporaryValue("global_speed_add", eff.tmpid)
elseif eff.type == DamageType.COLD then
self:removeTemporaryValue("combat_armor", eff.tmpid)
elseif eff.type == DamageType.LIGHTNING then
self:removeTemporaryValue("inc_stats", eff.tmpid)
elseif eff.type == DamageType.ACID then
self:removeTemporaryValue("life_regen", eff.tmpid)
elseif eff.type == DamageType.NATURE then
self:removeTemporaryValue("resists", eff.tmpid)
end
end,
}
newEffect{
name = "HEALING_NEXUS", image = "talents/healing_nexus.png",
desc = "Healing Nexus",
long_desc = function(self, eff) return ("All healing done to the target is instead redirected to %s by %d%%."):format(eff.src.name, eff.pct * 100, eff.src.name) end,
type = "physical",
subtype = { nature=true, heal=true },
status = "detrimental",
parameters = { pct = 1 },
activate = function(self, eff)
end,
deactivate = function(self, eff)
end,
}
newEffect{
name = "PSIONIC_BIND", image = "effects/psionic_bind.png",
desc = "Immobilized",
long_desc = function(self, eff) return "Immobilized by telekinetic forces." end,
type = "physical",
subtype = { telekinesis=true, pin=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#F53CBE##Target# is bound by telekinetic forces!", "+Paralyzed" end,
on_lose = function(self, err) return "#Target# shakes free of the telekinetic binding", "-Paralyzed" end,
activate = function(self, eff)
--eff.particle = self:addParticles(Particles.new("gloom_stunned", 1))
eff.tmpid = self:addTemporaryValue("never_move", 1)
end,
deactivate = function(self, eff)
--self:removeParticles(eff.particle)
self:removeTemporaryValue("never_move", eff.tmpid)
end,
}
newEffect{
name = "IMPLODING", image = "talents/implode.png",
desc = "Slow",
long_desc = function(self, eff) return ("Slowed by 50%% and taking %d crushing damage per turn."):format( eff.power) end,
type = "physical",
subtype = { telekinesis=true, slow=true },
status = "detrimental",
parameters = {},
on_gain = function(self, err) return "#Target# is being crushed.", "+Imploding" end,
on_lose = function(self, err) return "#Target# shakes off the crushing forces.", "-Imploding" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("global_speed_add", -0.5)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("global_speed_add", eff.tmpid)
end,
on_timeout = function(self, eff)
DamageType:get(DamageType.PHYSICAL).projector(eff.src, self.x, self.y, DamageType.PHYSICAL, eff.power)
end,
}
newEffect{
name = "FREE_ACTION", image = "effects/free_action.png",
desc = "Free Action",
long_desc = function(self, eff) return ("The target gains %d%% stun, daze and pinning immunity."):format(eff.power * 100) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=1 },
on_gain = function(self, err) return "#Target# is moving freely.", "+Free Action" end,
on_lose = function(self, err) return "#Target# is moving less freely.", "-Free Action" end,
activate = function(self, eff)
eff.stun = self:addTemporaryValue("stun_immune", eff.power)
eff.daze = self:addTemporaryValue("daze_immune", eff.power)
eff.pin = self:addTemporaryValue("pin_immune", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("stun_immune", eff.stun)
self:removeTemporaryValue("daze_immune", eff.daze)
self:removeTemporaryValue("pin_immune", eff.pin)
end,
}
newEffect{
name = "ADRENALINE_SURGE", image = "talents/adrenaline_surge.png",
desc = "Adrenaline Surge",
long_desc = function(self, eff) return ("The target's combat damage is improved by %d and it an continue to fight past the point of exhaustion, supplementing life for stamina."):format(eff.power) end,
type = "physical",
subtype = { frenzy=true },
status = "beneficial",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# feels a surge of adrenaline." end,
on_lose = function(self, err) return "#Target#'s adrenaline surge has come to an end." end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("combat_dam", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_dam", eff.tmpid)
end,
}
newEffect{
name = "BLINDSIDE_BONUS", image = "talents/blindside.png",
desc = "Blindside Bonus",
long_desc = function(self, eff) return ("The target has appeared out of nowhere! It's defense is boosted by %d."):format(eff.defenseChange) end,
type = "physical",
subtype = { evade=true },
status = "beneficial",
parameters = { defenseChange=10 },
activate = function(self, eff)
eff.defenseChangeId = self:addTemporaryValue("combat_def", eff.defenseChange)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_def", eff.defenseChangeId)
end,
}
newEffect{
name = "OFFBALANCE",
desc = "Off-balance",
long_desc = function(self, eff) return ("Badly off balance. Global speed is reduced by 15%.") end,
type = "physical",
subtype = { ["cross tier"]=true },
status = "detrimental",
parameters = {power = 1},
on_gain = function(self, err) return nil, "+Off-balance" end,
on_lose = function(self, err) return nil, "-Off-balance" end,
activate = function(self, eff)
eff.speedid = self:addTemporaryValue("global_speed_add", -0.15)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("global_speed_add", eff.speedid)
end,
}
newEffect{
name = "OFFGUARD",
desc = "Off-guard", image = "talents/precise_strikes.png",
long_desc = function(self, eff) return ("Badly off guard. Attackers gain a 10% bonus to physical critical strike chance and physical critcal strike power.") end,
type = "physical",
subtype = { ["cross tier"]=true },
status = "detrimental",
parameters = {power = 1},
on_gain = function(self, err) return nil, "+Off-guard" end,
on_lose = function(self, err) return nil, "-Off-guard" end,
activate = function(self, eff)
eff.crit_vuln = self:addTemporaryValue("combat_crit_vulnerable", 10) -- increases chance to be crit
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_crit_vulnerable", eff.crit_vuln)
end,
}
newEffect{
name = "SLOW_MOVE",
desc = "Slow movement", image = "talents/slow.png",
long_desc = function(self, eff) return ("Movement speed is reduced by %d%%."):format(eff.power*100) end,
type = "physical",
subtype = { nature=true },
status = "detrimental",
parameters = {power = 1},
on_gain = function(self, err) return nil, "+Slow movement" end,
on_lose = function(self, err) return nil, "-Slow movement" end,
activate = function(self, eff)
eff.speedid = self:addTemporaryValue("movement_speed", -eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("movement_speed", eff.speedid)
end,
}
newEffect{
name = "WEAKENED",
desc = "Weakened", image = "talents/ruined_earth.png",
long_desc = function(self, eff) return ("The target has been weakened, reducing all damage inclicted by %d%%."):format(eff.power) end,
type = "physical",
subtype = { curse=true },
status = "detrimental",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# has been weakened." end,
on_lose = function(self, err) return "#Target#'s is no longer weakened." end,
activate = function(self, eff)
eff.incDamageId = self:addTemporaryValue("inc_damage", {all=-eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("inc_damage", eff.incDamageId)
end,
}
newEffect{
name = "LOWER_FIRE_RESIST",
desc = "Lowered fire resistance",
long_desc = function(self, eff) return ("The target fire resistance is reduced by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "detrimental",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# becomes more vulnerable to fire.", "+Low. fire resist" end,
on_lose = function(self, err) return "#Target# is less vulnerable to fire.", "-Low. fire resist" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {[DamageType.FIRE]=-eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "LOWER_COLD_RESIST",
desc = "Lowered cold resistance",
long_desc = function(self, eff) return ("The target cold resistance is reduced by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "detrimental",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# becomes more vulnerable to cold.", "+Low. cold resist" end,
on_lose = function(self, err) return "#Target# is less vulnerable to cold.", "-Low. cold resist" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {[DamageType.COLD]=-eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "LOWER_NATURE_RESIST",
desc = "Lowered nature resistance",
long_desc = function(self, eff) return ("The target nature resistance is reduced by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "detrimental",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# becomes more vulnerable to nature.", "+Low. nature resist" end,
on_lose = function(self, err) return "#Target# is less vulnerable to nature.", "-Low. nature resist" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {[DamageType.NATURE]=-eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "LOWER_PHYSICAL_RESIST",
desc = "Lowered physical resistance",
long_desc = function(self, eff) return ("The target physical resistance is reduced by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "detrimental",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# becomes more vulnerable to physical.", "+Low. physical resist" end,
on_lose = function(self, err) return "#Target# is less vulnerable to physical.", "-Low. physical resist" end,
activate = function(self, eff)
eff.pid = self:addTemporaryValue("resists", {[DamageType.PHYSICAL]=-eff.power})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("resists", eff.pid)
end,
}
newEffect{
name = "CURSED_WOUND", image = "talents/slash.png",
desc = "Cursed Wound",
long_desc = function(self, eff) return ("The target's has a cursed wound, reducing healing by %d%%."):format(-eff.healFactorChange * 100) end,
type = "physical",
subtype = { wound=true }, no_ct_effect = true,
status = "detrimental",
parameters = { healFactorChange=-0.1 },
on_gain = function(self, err) return "#Target# has a cursed wound!", "+Cursed Wound" end,
on_lose = function(self, err) return "#Target# no longer has a cursed wound.", "-Cursed Wound" end,
activate = function(self, eff)
eff.healFactorId = self:addTemporaryValue("healing_factor", eff.healFactorChange)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("healing_factor", eff.healFactorId)
end,
on_merge = function(self, old_eff, new_eff)
-- add the remaining healing reduction spread out over the new duration
old_eff.healFactorChange = math.max(-0.75, (old_eff.healFactorChange / old_eff.totalDuration) * old_eff.dur + new_eff.healFactorChange)
old_eff.dur = math.max(old_eff.dur, new_eff.dur)
self:removeTemporaryValue("healing_factor", old_eff.healFactorId)
old_eff.healFactorId = self:addTemporaryValue("healing_factor", old_eff.healFactorChange)
game.logSeen(self, "%s has re-opened a cursed wound!", self.name:capitalize())
return old_eff
end,
}
newEffect{
name = "LUMINESCENCE",
desc = "Luminescence ", image = "talents/infusion__sun.png",
long_desc = function(self, eff) return ("The target has been revealed, reducing its stealth power by %d."):format(eff.power) end,
type = "physical",
subtype = { nature=true, light=true },
status = "detrimental",
parameters = { power=20 },
on_gain = function(self, err) return "#Target# has been illuminated.", "+Luminescence" end,
on_lose = function(self, err) return "#Target# is no longer illuminated.", "-Luminescence" end,
activate = function(self, eff)
eff.stealthid = self:addTemporaryValue("inc_stealth", -eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("inc_stealth", eff.stealthid)
end,
}
newEffect{
name = "SPELL_DISRUPTION", image = "talents/mana_clash.png",
desc = "Spell Disruption",
long_desc = function(self, eff) return ("The target has a %d%% chance to fail any spell it casts and a chance each turn to lose spell sustains."):format(eff.cur_power) end,
type = "physical",
subtype = { antimagic=true },
status = "detrimental",
parameters = { power=10, max=50 },
on_gain = function(self, err) return "#Target#'s magic has been disrupted." end,
on_lose = function(self, err) return "#Target#'s is no longer disrupted." end,
on_merge = function(self, old_eff, new_eff)
self:removeTemporaryValue("spell_failure", old_eff.tmpid)
old_eff.cur_power = math.min(old_eff.cur_power + new_eff.power, new_eff.max)
old_eff.tmpid = self:addTemporaryValue("spell_failure", old_eff.cur_power)
old_eff.dur = new_eff.dur
return old_eff
end,
activate = function(self, eff)
eff.cur_power = eff.power
eff.tmpid = self:addTemporaryValue("spell_failure", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("spell_failure", eff.tmpid)
end,
}
newEffect{
name = "RESONANCE", image = "talents/alchemist_protection.png",
desc = "Resonance",
long_desc = function(self, eff) return ("+%d%% %s damage."):format(eff.dam, DamageType:get(eff.damtype).name) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { dam=10, damtype=DamageType.ARCANE },
on_gain = function(self, err) return "#Target# resonates with the damage.", "+Resonance" end,
on_lose = function(self, err) return "#Target# is no longer resonating.", "-Resonance" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("inc_damage", {[eff.damtype]=eff.dam})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("inc_damage", eff.tmpid)
end,
}
newEffect{
name = "THORN_GRAB", image = "talents/thorn_grab.png",
desc = "Thorn Grab",
long_desc = function(self, eff) return ("The target is encased in thorny vines, dealing %d nature damage each turn and reducing its speed by %d%%."):format(eff.dam, eff.speed*100) end,
type = "physical",
subtype = { nature=true },
status = "detrimental",
parameters = { dam=10, speed=20 },
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("global_speed_add", -eff.speed)
end,
on_timeout = function(self, eff)
DamageType:get(DamageType.NATURE).projector(eff.src or self, self.x, self.y, DamageType.NATURE, eff.dam)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("global_speed_add", eff.tmpid)
end,
}
newEffect{
name = "LEAVES_COVER", image = "talents/leaves_tide.png",
desc = "Leaves Cover",
long_desc = function(self, eff) return ("%d%% chance to fully absorb any damaging actions."):format(eff.power) end,
type = "physical",
subtype = { nature=true },
status = "beneficial",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# is protected by a layer of thick leaves.", "+Leaves Cover" end,
on_lose = function(self, err) return "#Target# cover of leaves falls apart.", "-Leaves Cover" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("cancel_damage_chance", eff.power)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("cancel_damage_chance", eff.tmpid)
end,
}
newEffect{
name = "BLOCKING", image = "talents/block.png",
desc = "Blocking",
long_desc = function(self, eff) return ("Absorbs %d damage from the next blockable attack."):format(eff.power) end,
type = "physical",
subtype = { tactic=true },
status = "beneficial",
parameters = { nb=1 },
on_gain = function(self, eff) return nil, nil end,
on_lose = function(self, eff) return nil, nil end,
do_block = function(type, dam, eff, self, src)
local dur_inc = 0
local crit_inc = 0
local nb = 1
if self:knowTalent(self.T_RIPOSTE) then
local t = self:getTalentFromId(self.T_RIPOSTE)
dur_inc = t.getDurInc(self, t)
crit_inc = t.getCritInc(self, t)
nb = nb + dur_inc
end
local b = false
if eff.d_types[type] then b = true end
if not b then return dam end
if not self:knowTalent(self.T_ETERNAL_GUARD) then eff.dur = 0 end
local amt = util.bound(dam - eff.power, 0, dam)
local blocked = dam - amt
local shield = self:hasShield()
if shield then shield:check("on_block", self, src, type, dam, eff) end
if eff.properties.br then self:heal(blocked) end
if eff.properties.ref and src.life then DamageType.defaultProjector(src, src.x, src.y, type, blocked, tmp, true) end
if (self:knowTalent(self.T_RIPOSTE) or amt == 0) and src.life then src:setEffect(src.EFF_COUNTERSTRIKE, 1 + dur_inc, {power=eff.power, no_ct_effect=true, src=self, crit_inc=crit_inc, nb=nb}) end
return amt
end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("block", eff.power)
eff.def = self:addTemporaryValue("combat_def", -eff.power)
eff.ctdef = self:addTemporaryValue("combat_def_ct", eff.power)
if eff.properties.sp then eff.spell = self:addTemporaryValue("combat_spellresist", eff.power) end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("block", eff.tmpid)
self:removeTemporaryValue("combat_def", eff.def)
self:removeTemporaryValue("combat_def_ct", eff.ctdef)
if eff.properties.sp then self:removeTemporaryValue("combat_spellresist", eff.spell) end
end,
}
newEffect{
name = "COUNTERSTRIKE", image = "effects/counterstrike.png",
desc = "Counterstrike",
long_desc = function(self, eff) return "Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage." end,
type = "physical",
subtype = { tactic=true },
status = "detrimental",
parameters = { nb=1 },
on_gain = function(self, eff) return nil, "+Counter" end,
on_lose = function(self, eff) return nil, "-Counter" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("counterstrike", 1)
eff.def = self:addTemporaryValue("combat_def", -eff.power)
eff.crit = self:addTemporaryValue("combat_crit_vulnerable", eff.crit_inc or 0)
eff.dur = math.ceil(eff.dur * (self.global_speed or 1))
end,
deactivate = function(self, eff)
self:removeTemporaryValue("counterstrike", eff.tmpid)
self:removeTemporaryValue("combat_def", eff.def)
self:removeTemporaryValue("combat_crit_vulnerable", eff.crit)
end,
}
newEffect{
name = "RAVAGE", image = "talents/ravage.png",
desc = "Ravage",
long_desc = function(self, eff)
local ravaged = "each turn."
if eff.ravage then ravaged = "and is losing one physical effect turn." end
return ("The target is being ravaged by distortion, taking %0.2f physical damage %s"):format(eff.dam, ravaged)
end,
type = "physical",
subtype = { distortion=true },
status = "detrimental",
parameters = {dam=1},
on_gain = function(self, err) return nil, "+Ravage" end,
on_lose = function(self, err) return "#Target# is no longer being ravaged." or nil, "-Ravage" end,
on_timeout = function(self, eff)
if eff.ravage then
-- Go through all physical effects
local effs = {}
for eff_id, p in pairs(self.tmp) do
local e = self.tempeffect_def[eff_id]
if e.type == "physical" and e.status == "beneficial" then
effs[#effs+1] = {"effect", eff_id}
end
end
-- Go through all sustained techniques
for tid, act in pairs(self.sustain_talents) do
if act then
local talent = self:getTalentFromId(tid)
if talent.type[1]:find("^technique/") then effs[#effs+1] = {"talent", tid} end
end
end
if #effs > 0 then
local eff = rng.tableRemove(effs)
if eff[1] == "effect" then
self:removeEffect(eff[2])
else
self:forceUseTalent(eff[2], {ignore_energy=true})
end
end
end
self:setEffect(self.EFF_DISTORTION, 2, {})
DamageType:get(DamageType.PHYSICAL).projector(eff.src or self, self.x, self.y, DamageType.PHYSICAL, eff.dam)
end,
activate = function(self, eff)
self:setEffect(self.EFF_DISTORTION, 2, {})
if eff.ravage then
game.logSeen(self, "#LIGHT_RED#%s is being ravaged by distortion!", self.name:capitalize())
eff.dam = eff.dam * 1.5
end
eff.particle = self:addParticles(Particles.new("ultrashield", 1, {rm=255, rM=255, gm=180, gM=255, bm=220, bM=255, am=35, aM=90, radius=0.2, density=15, life=28, instop=40}))
end,
deactivate = function(self, eff)
self:removeParticles(eff.particle)
end,
}
newEffect{
name = "DISABLE", image = "talents/cripple.png",
desc = "Disable",
long_desc = function(self, eff) return ("The target is disabled, reducing movement speed by %d%% and physical power by %d."):format(eff.speed * 100, eff.atk) end,
type = "physical",
subtype = { wound=true },
status = "detrimental",
parameters = { speed=0.15, atk=10 },
on_gain = function(self, err) return "#Target# is disabled.", "+Disabled" end,
on_lose = function(self, err) return "#Target# is not disabled anymore.", "-Disabled" end,
activate = function(self, eff)
eff.speedid = self:addTemporaryValue("movement_speed", -eff.speed)
eff.atkid = self:addTemporaryValue("combat_atk", -eff.atk)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("movement_speed", eff.speedid)
self:removeTemporaryValue("combat_atk", eff.atkid)
end,
}
newEffect{
name = "ANGUISH", image = "talents/agony.png",
desc = "Anguish",
long_desc = function(self, eff) return ("The target is in extreme anguish, preventing them from making tactical decisions, and reducing Willpower by %d and Cunning by %d."):format(eff.will, eff.cun) end,
type = "physical",
subtype = { wound=true },
status = "detrimental",
parameters = { will=5, cun=5 },
on_gain = function(self, err) return "#Target# is in anguish.", "+Anguish" end,
on_lose = function(self, err) return "#Target# is no longer in anguish.", "-Anguish" end,
activate = function(self, eff)
eff.sid = self:addTemporaryValue("inc_stats", {[Stats.STAT_WIL]=-eff.will, [Stats.STAT_CUN]=-eff.cun})
-- if self.ai_state then eff.ai = self:addTemporaryValue("ai_state", {forbid_tactical=1}) end
end,
deactivate = function(self, eff)
self:removeTemporaryValue("inc_stats", eff.sid)
-- if eff.ai then self:removeTemporaryValue("ai_state", eff.ai) end
end,
}
newEffect{
name = "FAST_AS_LIGHTNING", image = "talents/fast_as_lightning.png",
desc = "Fast As Lightning",
long_desc = function(self, eff) return ("The target is so fast it may blink throught obstacles if moving in the same direction for over two turns."):format() end,
type = "physical",
subtype = { speed=true },
status = "beneficial",
parameters = { },
on_merge = function(self, old_eff, new_eff)
return old_eff
end,
on_gain = function(self, err) return "#Target# is speeding up.", "+Fast As Lightning" end,
on_lose = function(self, err) return "#Target# is slowing down.", "-Fast As Lightning" end,
activate = function(self, eff)
end,
deactivate = function(self, eff)
if eff.particle then
self:removeParticles(eff.particle)
end
end,
}
newEffect{
name = "ELEMENTAL_SURGE_NATURE", image = "talents/elemental_surge.png",
desc = "Elemental Surge: Nature",
long_desc = function(self, eff) return ("Immune to physical effects.") end,
type = "physical",
subtype = { status=true },
status = "beneficial",
parameters = { },
activate = function(self, eff)
self:effectTemporaryValue(eff, "spell_negative_status_effect_immune", 1)
end,
}
newEffect{
name = "STEAMROLLER", image = "talents/steamroller.png",
desc = "Steamroller",
long_desc = function(self, eff) return ("Resets Rush cooldown if killed.") end,
type = "physical",
subtype = { status=true },
status = "detrimental",
parameters = { },
activate = function(self, eff)
self.reset_rush_on_death = eff.src
end,
deactivate = function(self, eff)
self.reset_rush_on_death = nil
end,
}
newEffect{
name = "STEAMROLLER_USER", image = "talents/steamroller.png",
desc = "Steamroller",
long_desc = function(self, eff) return ("Grants a +%d%% damage bonus."):format(eff.buff) end,
type = "physical",
subtype = { status=true },
status = "beneficial",
parameters = { buff=20 },
on_merge = function(self, old_eff, new_eff)
new_eff.buff = math.min(100, old_eff.buff + new_eff.buff)
self:removeTemporaryValue("inc_damage", old_eff.buffid)
new_eff.buffid = self:addTemporaryValue("inc_damage", {all=new_eff.buff})
return new_eff
end,
activate = function(self, eff)
eff.buffid = self:addTemporaryValue("inc_damage", {all=eff.buff})
end,
deactivate = function(self, eff)
self:removeTemporaryValue("inc_damage", eff.buffid)
end,
}
newEffect{
name = "SPINE_OF_THE_WORLD", image = "talents/spine_of_the_world.png",
desc = "Spine of the World",
long_desc = function(self, eff) return ("Immune to physical effects.") end,
type = "physical",
subtype = { status=true },
status = "beneficial",
parameters = { },
on_gain = function(self, err) return "#Target# become impervious to physical effects.", "+Spine of the World" end,
on_lose = function(self, err) return "#Target# is less impervious to physical effects.", "-Spine of the World" end,
activate = function(self, eff)
self:effectTemporaryValue(eff, "physical_negative_status_effect_immune", 1)
end,
}
newEffect{
name = "FUNGAL_BLOOD", image = "talents/fungal_blood.png",
desc = "Fungal Blood",
long_desc = function(self, eff) return ("You have %d fungal energies stored. Release them to heal by using the Fungal Blood prodigy."):format(eff.power) end,
type = "physical",
subtype = { heal=true },
status = "beneficial",
parameters = { power = 10 },
on_gain = function(self, err) return nil, "+Fungal Blood" end,
on_lose = function(self, err) return nil, "-Fungal Blood" end,
on_merge = function(self, old_eff, new_eff)
new_eff.power = new_eff.power + old_eff.power
return new_eff
end,
on_timeout = function(self, eff)
eff.power = math.max(0, eff.power - 10)
end,
}
newEffect{
name = "MUCUS", image = "talents/mucus.png",
desc = "Mucus",
long_desc = function(self, eff) return ("You lay mucus where you walk."):format() end,
type = "physical",
subtype = { mucus=true },
status = "beneficial",
parameters = { },
on_gain = function(self, err) return nil, "+Mucus" end,
on_lose = function(self, err) return nil, "-Mucus" end,
on_timeout = function(self, eff)
self:callTalent(self.T_MUCUS, nil, self.x, self.y, self:getTalentLevel(self.T_MUCUS) >=4 and 1 or 0)
end,
}
newEffect{
name = "CORROSIVE_NATURE", image = "talents/corrosive_nature.png",
desc = "Corrosive Nature",
long_desc = function(self, eff) return ("Acid resistance decreased by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true, acid=true },
status = "detrimental",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# is vulnerable to acid.", "+Corrosive Nature" end,
on_lose = function(self, err) return "#Target# is less vulnerable to acid.", "-Corrosive Nature" end,
activate = function(self, eff)
self:effectTemporaryValue(eff, "resists", {[DamageType.ACID]=-eff.power})
end,
}
newEffect{
name = "NATURAL_ACID", image = "talents/natural_acid.png",
desc = "Natural Acid",
long_desc = function(self, eff) return ("Nature resistance decreased by %d%%."):format(eff.power) end,
type = "physical",
subtype = { nature=true, acid=true },
status = "detrimental",
parameters = { power=10 },
on_gain = function(self, err) return "#Target# is vulnerable to nature.", "+Natural Acid" end,
on_lose = function(self, err) return "#Target# is less vulnerable to nature.", "-Nature Acid" end,
activate = function(self, eff)
self:effectTemporaryValue(eff, "resists", {[DamageType.NATURE]=-eff.power})
end,
}
newEffect{
name = "CORRODE", image = "talents/blightzone.png",
desc = "Corrode",
long_desc = function(self, eff) return ("The target is corroded, reducing their accuracy by %d, their armor by %d, and their defense by %d."):format(eff.atk, eff.armor, eff.defense) end,
type = "physical",
subtype = { acid=true },
status = "detrimental",
parameters = { atk=5, armor=5, defense=10 }, no_ct_effect = true,
on_gain = function(self, err) return "#Target# is corroded." end,
on_lose = function(self, err) return "#Target# has shook off the effects of their corrosion." end,
activate = function(self, eff)
self:effectTemporaryValue(eff, "combat_atk", -eff.atk)
self:effectTemporaryValue(eff, "combat_armor", -eff.armor)
self:effectTemporaryValue(eff, "combat_def", -eff.defense)
end,
}
newEffect{
name = "SLIPPERY_MOSS", image = "talents/slippery_moss.png",
desc = "Slippery Moss",
long_desc = function(self, eff) return ("The target is covered in slippery moss. Each time it tries to use a talent there is %d%% chance of failure."):format(eff.fail) end,
type = "physical",
subtype = { moss=true, nature=true },
status = "detrimental",
parameters = {fail=5},
on_gain = function(self, err) return "#Target# is covered in slippery moss!", "+Slippery Moss" end,
on_lose = function(self, err) return "#Target# is free from the slippery moss.", "-Slippery Moss" end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("talent_fail_chance", eff.fail)
end,
deactivate = function(self, eff)
self:removeTemporaryValue("talent_fail_chance", eff.tmpid)
end,
}