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-- ToME - Tales of Middle-Earth
--
-- 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 Talents = require "engine.interface.ActorTalents"
-- This file describes artifacts associated with a boss of the game, they have a high chance of dropping their respective ones, but they can still be found elsewhere
-- Design: Revamp Wintertide to make it more unique, interesting, and not terrible.
-- Balance: A cold themed weapon doesn't play nice with melee scalers, and Ice Block on hit, while useful overall, has some obvious anti-synergy. So instead of focusing on stats I added a decent passive on hit and a very powerful active. The active is a "better" Stone Wall but you have to be actively using the weapon in melee to make use of it. The delayed expansion of the storm also limits its strength as an "oh shit" button.
newEntity{ base = "BASE_LONGSWORD",
power_source = {arcane=true},
define_as = "LONGSWORD_WINTERTIDE", unided_name = "glittering longsword", image="object/artifact/wintertide.png",
name = "Wintertide", unique=true,
moddable_tile = "special/%s_wintertide",
moddable_tile_big = true,
desc = [[The air seems to freeze around the blade of this sword, draining all heat from the area.
It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.]],
require = { stat = { str=35 }, },
level_range = {35, 45},
rarity = 280,
material_level = 5,
winterStorm = nil,
special_desc = function(self)
if not self.winterStorm then
return ("Storm Duration: None")
else
return ("Storm Duration: " .. (self.winterStorm.duration or "None"))
end
end,
combat = {
dam = 39, -- lower damage, defensive item with extremely powerful effects
apr = 10,
physcrit = 10,
dammod = {str=1},
damrange = 1.4,
melee_project={[DamageType.ICE] = 25}, -- Iceblock HP is based on damage, since were adding iceblock pierce we want this to be less generous
special_on_hit = {desc="Create a Winter Storm that gradually expands, dealing cold damage to your enemies each turn and reducing their turn energy by 20%. Melee attacks will relocate the storm on top of your target and increase its duration.", on_kill=1, fct=function(combat, who, target)
DarkGod
committed
local Object = require "mod.class.Object"
local Map = require "engine.Map"
-- special_on_hit doesn't know what item triggered it, so find it
local self, item, inven_id = who:findInAllInventoriesBy("define_as", "LONGSWORD_WINTERTIDE")
if not self or not who:getInven(inven_id).worn then return end
if who.turn_procs.wintertide_sword then return end
-- The reference to winterStorm is lost sometimes on reload but since we know only one can ever exist we can just check the map effects and set the reference every proc
self.winterStorm = nil
for k, eff in pairs(game.level.map.effects) do
if eff and eff.is_wintertide then
self.winterStorm = eff
end
end
-- Who knows if this is necessary
if self.winterStorm and self.winterStorm.duration <= 0 then
DarkGod
committed
end
who.turn_procs.wintertide_sword = true
DarkGod
committed
-- If the map has no Winter Storm then create one
if not self.winterStorm then
local stormDam = who:combatStatScale("str", 20, 80, 0.75)
self.winterStorm = game.level.map:addEffect(who,
target.x, target.y, 5,
engine.DamageType.WINTER, {dam=stormDam, x=target.x, y=target.y}, -- Winter is cold damage+energy reduction, enemy only
1,
5, nil,
{type="icestorm", only_one=true},
function(e, update_shape_only)
if not update_shape_only then
-- Increase the radius by 0.2 each time the effect ticks (1000 energy?)
if e.radius < 4 then
e.radius = e.radius + 0.2
end
end
return true
end,
false,
false
)
DarkGod
committed
self.winterStorm.is_wintertide = true
DarkGod
committed
-- The storm already exists so move it on top of the target and increase its duration
self.winterStorm.x = target.x
self.winterStorm.y = target.y
DarkGod
committed
if self.winterStorm.duration < 7 then -- duration can be extended forever while meleeing
self.winterStorm.duration = self.winterStorm.duration + 2
DarkGod
committed
game.level.map.changed = true
DarkGod
committed
},
wielder = {
iceblock_pierce=35, -- this can be generous because of how melee specific the item is
resists = { [DamageType.COLD] = 25 },
on_melee_hit={[DamageType.ICE] = 40},
inc_damage = { [DamageType.COLD] = 20 },
},
max_power = 40, power_regen = 1,
use_power = { name ="intensify your winter storm creating unbreakable ice walls in each space", power = 30,
use = function(self, who)
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local Object = require "mod.class.Object"
local Map = require "engine.Map"
if not self.winterStorm then return end
if self.winterStorm and self.winterStorm.duration <= 0 then
self.winterStorm = nil
return
end
local grids = core.fov.circle_grids(self.winterStorm.x, self.winterStorm.y, self.winterStorm.radius, true)
local self = who
for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do
local oe = game.level.map(x, y, engine.Map.TERRAIN)
if oe then
local e = Object.new{
old_feat = oe,
name = "winter wall", image = "npc/iceblock.png",
display = '#', color_r=255, color_g=255, color_b=255, back_color=colors.GREY,
desc = "a summoned wall of ice",
type = "wall", --subtype = "floor",
always_remember = true,
can_pass = {pass_wall=1},
does_block_move = true,
show_tooltip = true,
block_move = true,
block_sight = true,
temporary = 10,
x = x, y = y,
canAct = false,
act = function(self)
self:useEnergy()
self.temporary = self.temporary - 1
if self.temporary <= 0 then
game.level.map(self.x, self.y, engine.Map.TERRAIN, self.old_feat)
game.level:removeEntity(self)
-- game.level.map:redisplay()
end
end,
dig = function(src, x, y, old)
game.level:removeEntity(old)
-- game.level.map:redisplay()
return nil, old.old_feat
end,
summoner_gain_exp = true,
summoner = self,
}
e.tooltip = mod.class.Grid.tooltip
game.level:addEntity(e)
game.level.map(x, y, engine.Map.TERRAIN, e)
end
end end
return {id=true, used=true}
end
},
DarkGod
committed
self.winterStorm = nil
end,
on_pickup = function(self, who)
self.winterStorm = nil
end,
}
newEntity{ base = "BASE_LITE", define_as = "WINTERTIDE_PHIAL",
power_source = {arcane=true},
unided_name = "phial filled with darkness", unique = true, image="object/artifact/wintertide_phial.png",
name = "Wintertide Phial", color=colors.DARK_GREY,
desc = [[This phial seems filled with darkness, yet it cleanses your thoughts.]],
rarity = 200,
encumber = 2,
cost = 50,
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wielder = {
lite = 1,
infravision = 6,
},
max_power = 60, power_regen = 1,
use_power = { name = "cleanse your mind (remove a few detrimental mental effects)", power = 40,
use = function(self, who)
local target = who
local effs = {}
local known = false
-- Go through all spell effects
for eff_id, p in pairs(target.tmp) do
local e = target.tempeffect_def[eff_id]
if e.type == "mental" and e.status == "detrimental" then
effs[#effs+1] = {"effect", eff_id}
end
end
for i = 1, 3 + math.floor(who:getMag() / 10) do
if #effs == 0 then break end
local eff = rng.tableRemove(effs)
if eff[1] == "effect" then
target:removeEffect(eff[2])
known = true
end
end
game.logSeen(who, "%s's mind is clear!", who.name:capitalize())
return {id=true, used=true}
end
},
}
-- Artifact, dropped by Rantha
newEntity{ base = "BASE_LEATHER_BOOT",
power_source = {nature=true},
define_as = "FROST_TREADS",
unided_name = "ice-covered boots",
name = "Frost Treads", unique=true, image="object/artifact/frost_treads.png",
desc = [[A pair of leather boots. Cold to the touch, they radiate a cold blue light.]],
require = { stat = { dex=16 }, },
level_range = {10, 18},
material_level = 2,
rarity = 220,
cost = 40,
wielder = {
lite = 1,
combat_armor = 4,
combat_def = 1,
fatigue = 7,
inc_damage = {
[DamageType.COLD] = 15,
},
resists = {
[DamageType.COLD] = 20,
[DamageType.NATURE] = 10,
},
inc_stats = { [Stats.STAT_STR] = 4, [Stats.STAT_DEX] = 4, [Stats.STAT_CUN] = 4, },
},
}
newEntity{ base = "BASE_HELM",
power_source = {technique=true},
define_as = "DRAGON_SKULL",
name = "Dragonskull Helm", unique=true, unided_name="skull helm", image = "object/artifact/dragonskull_helmet.png",
desc = [[Traces of a dragon's power still remain in this bleached and cracked skull.]],
require = { stat = { wil=24 }, },
level_range = {45, 50},
material_level = 5,
rarity = 280,
cost = 200,
wielder = {
resists = {
[DamageType.FIRE] = 15,
[DamageType.COLD] = 15,
[DamageType.ACID] = 15,
[DamageType.LIGHTNING] = 15,
},
esp = {dragon=1},
combat_armor = 2,
fatigue = 12,
combat_physresist = 12,
combat_mentalresist = 12,
combat_spellresist = 12,
},
}
newEntity{ base = "BASE_LIGHT_ARMOR",
power_source = {nature=true},
define_as = "EEL_SKIN", image = "object/artifact/eel_skin_armor.png",
name = "Eel-skin armour", unique=true,
unided_name = "slippery armour", color=colors.VIOLET,
desc = [[This armour seems to have been patched together from many eels. Yuck.]],
level_range = {5, 12},
rarity = 200,
cost = 500,
material_level = 2,
wielder = {
inc_stats = { [Stats.STAT_DEX] = 2, [Stats.STAT_CUN] = 3, },
poison_immune = 0.3,
combat_armor = 1,
combat_def = 10,
fatigue = 2,
},
max_power = 50, power_regen = 1,
use_talent = { id = Talents.T_CALL_LIGHTNING, level=2, power = 18 },
talent_on_wild_gift = { {chance=10, talent=Talents.T_CALL_LIGHTNING, level=2} },
}
newEntity{ base = "BASE_RING",
power_source = {psionic=true},
define_as = "NIGHT_SONG",
name = "Nightsong", unique=true, image = "object/artifact/ring_nightsong.png",
desc = [[A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.]],
unided_name = "obsidian ring",
level_range = {15, 23},
rarity = 250,
cost = 500,
material_level = 2,
wielder = {
max_stamina = 25,
combat_def = 6,
fatigue = -7,
inc_stats = { [Stats.STAT_CUN] = 6 },
combat_mentalresist = 13,
talent_cd_reduction={
[Talents.T_SHADOWSTEP]=1,
},
inc_damage={ [DamageType.PHYSICAL] = 5, },
},
max_power = 50, power_regen = 1,
use_talent = { id = Talents.T_DARK_TENDRILS, level=2, power = 40 },
}
newEntity{ base = "BASE_HELM",
power_source = {nature=true},
define_as = "HELM_OF_GARKUL",
unided_name = "tribal helm",
name = "Steel Helm of Garkul", unique=true, image="object/artifact/helm_of_garkul.png",
desc = [[A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.]],
require = { stat = { str=16 }, },
level_range = {12, 22},
rarity = 200,
cost = 500,
material_level = 2,
skullcracker_mult = 5,
wielder = {
combat_armor = 6,
fatigue = 8,
inc_stats = { [Stats.STAT_STR] = 5, [Stats.STAT_CON] = 5, [Stats.STAT_WIL] = 4 },
inc_damage={ [DamageType.PHYSICAL] = 10, },
combat_physresist = 12,
combat_mentalresist = 12,
combat_spellresist = 12,
talents_types_mastery = {["technique/thuggery"]=0.2},
},
set_list = { {"define_as","SET_GARKUL_TEETH"} },
HousePet
committed
set_desc = {
garkul = "Another of Garkul's heirlooms would bring out his spirit.",
},
on_set_complete = function(self, who)
self:specialSetAdd("skullcracker_mult", 1)
self:specialSetAdd({"wielder","melee_project"}, {[engine.DamageType.GARKUL_INVOKE]=5})
end,
}
newEntity{ base = "BASE_SHIELD",
power_source = {arcane=true},
define_as = "LUNAR_SHIELD",
unique = true,
name = "Lunar Shield", image = "object/artifact/shield_lunar_shield.png",
moddable_tile = "special/%s_lunar_shield",
moddable_tile_big = true,
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unided_name = "chitinous shield",
desc = [[A large section of chitin removed from Nimisil. It continues to give off a strange white glow.]],
color = colors.YELLOW,
metallic = false,
require = { stat = { str=35 }, },
level_range = {40, 50},
rarity = 280,
cost = 350,
material_level = 5,
special_combat = {
dam = 45,
block = 250,
physcrit = 10,
dammod = {str=1},
damrange = 1.4,
damtype = DamageType.ARCANE,
},
wielder = {
resists={[DamageType.DARKNESS] = 25},
inc_damage={[DamageType.DARKNESS] = 15},
combat_armor = 7,
combat_def = 12,
combat_def_ranged = 5,
combat_spellpower = 10,
fatigue = 2,
lite = 1,
talents_types_mastery = {["celestial/star-fury"]=0.2,["celestial/twilight"]=0.1,},
learn_talent = { [Talents.T_BLOCK] = 5, },
},
talent_on_spell = { {chance=10, talent=Talents.T_MOONLIGHT_RAY, level=2} },
}
newEntity{ base = "BASE_SHIELD",
power_source = {nature=true},
define_as = "WRATHROOT_SHIELD",
unided_name = "large chunk of wood",
moddable_tile = "special/%s_wrathroots_barkwood",
moddable_tile_big = true,
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name = "Wrathroot's Barkwood", unique=true, image="object/artifact/shield_wrathroots_barkwood.png",
desc = [[The barkwood of Wrathroot, made into roughly the shape of a shield.]],
require = { stat = { str=25 }, },
level_range = {12, 22},
rarity = 200,
cost = 20,
material_level = 2,
metallic = false,
special_combat = {
dam = resolvers.rngavg(20,30),
block = 60,
physcrit = 2,
dammod = {str=1.5},
damrange = 1.4,
},
wielder = {
combat_armor = 10,
combat_def = 9,
fatigue = 14,
resists = {
[DamageType.DARKNESS] = 20,
[DamageType.COLD] = 20,
[DamageType.NATURE] = 20,
},
learn_talent = { [Talents.T_BLOCK] = 3, },
},
}
newEntity{ base = "BASE_GEM",
power_source = {nature=true},
unique = true, define_as = "PETRIFIED_WOOD",
unided_name = "burned piece of wood",
name = "Petrified Wood", subtype = "red", --Visually black, but associate with fire, not acid
color = colors.WHITE, image = "object/artifact/petrified_wood.png",
level_range = {35, 45},
rarity = 280,
desc = [[A piece of the scorched wood taken from the remains of Snaproot.]],
cost = 100,
material_level = 4,
imbue_powers = {
resists = { [DamageType.NATURE] = 25, [DamageType.DARKNESS] = 10, [DamageType.COLD] = 10 },
inc_stats = { [Stats.STAT_CON] = 25, },
},
wielder = {
resists = { [DamageType.NATURE] = 25, [DamageType.DARKNESS] = 10, [DamageType.COLD] = 10 },
inc_stats = { [Stats.STAT_CON] = 25, },
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},
}
newEntity{ base = "BASE_STAFF",
power_source = {arcane=true},
unique = true, define_as = "CRYSTAL_SHARD",
name = "Crystal Shard",
unided_name = "crystalline tree branch",
flavor_name = "magestaff",
level_range = {10, 22},
color=colors.BLUE, image = "object/artifact/crystal_shard.png",
rarity = 300,
desc = [[This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.]],
cost = 200,
material_level = 2,
require = { stat = { mag=20 }, },
combat = {
dam = 16,
apr = 4,
dammod = {mag=1.3},
damtype = DamageType.ARCANE,
convert_damage = {
[DamageType.BLIGHT] = 50,
},
},
wielder = {
combat_spellpower = 14,
combat_spellcrit = 4,
inc_damage={
[DamageType.ARCANE] = 18,
[DamageType.BLIGHT] = 18,
},
resists={
[DamageType.ARCANE] = 10,
[DamageType.BLIGHT] = 10,
},
damage_affinity={
[DamageType.ARCANE] = 20,
},
},
max_power = 45, power_regen = 1,
use_power = { name = "create living shards of crystal", power = 45, use = function(self, who)
if not who:canBe("summon") then game.logPlayer(who, "You cannot summon; you are suppressed!") return end
local NPC = require "mod.class.NPC"
local list = NPC:loadList("/data/general/npcs/crystal.lua")
for i = 1, 2 do
-- Find space
local x, y = util.findFreeGrid(who.x, who.y, 5, true, {[engine.Map.ACTOR]=true})
if not x then break end
local e
repeat e = rng.tableRemove(list)
until not e.unique and e.rarity
e = e:clone()
local crystal = game.zone:finishEntity(game.level, "actor", e)
crystal.make_escort = nil
crystal.silent_levelup = true
crystal.faction = who.faction
crystal.ai = "summoned"
crystal.ai_real = "dumb_talented_simple"
crystal.summoner = who
crystal.summon_time = 10
crystal.exp_worth = 0
crystal:forgetInven(crystal.INVEN_INVEN)
local setupSummon = getfenv(who:getTalentFromId(who.T_SPIDER).action).setupSummon
if who:knowTalent(who.T_BLIGHTED_SUMMONING) then
crystal.blighted_summon_talent = who.T_BONE_SHIELD
crystal:incIncStat("mag", who:getMag())
crystal.summon_time=15
end
setupSummon(who, crystal, x, y)
game:playSoundNear(who, "talents/ice")
end
return {id=true, used=true}
end },
}
newEntity{ base = "BASE_WARAXE",
power_source = {arcane=true},
define_as = "MALEDICTION",
unided_name = "pestilent waraxe",
name = "Malediction", unique=true, image = "object/artifact/axe_malediction.png",
moddable_tile = "special/%s_axe_malediction",
moddable_tile_big = true,
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desc = [[The land withers and crumbles wherever this cursed axe rests.]],
require = { stat = { str=55 }, },
level_range = {35, 45},
rarity = 290,
cost = 375,
material_level = 4,
combat = {
dam = 55,
apr = 15,
physcrit = 10,
dammod = {str=1},
damrange = 1.2,
burst_on_hit={[DamageType.BLIGHT] = 25},
lifesteal=5, --You can counter the life regen by fighting, muhuhahah
},
wielder = {
life_regen = -0.3,
inc_damage = { [DamageType.BLIGHT] = 20 },
},
}
newEntity{ base = "BASE_STAFF",
power_source = {arcane=true},
define_as = "STAFF_KOR", image = "object/artifact/staff_kors_fall.png",
unided_name = "dark staff",
flavor_name = "vilestaff",
name = "Kor's Fall", unique=true,
desc = [[Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.]],
require = { stat = { mag=25 }, },
level_range = {1, 10},
rarity = 200,
cost = 60,
material_level = 1,
modes = {"darkness", "fire", "blight", "acid"},
combat = {
is_greater = true,
dam = 10,
apr = 0,
physcrit = 1.5,
dammod = {mag=1.1},
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},
wielder = {
see_invisible = 2,
combat_spellpower = 7,
combat_spellcrit = 8,
inc_damage={
[DamageType.ACID] = 10,
[DamageType.DARKNESS] = 10,
[DamageType.FIRE] = 10,
[DamageType.BLIGHT] = 10,
},
talents_types_mastery = { ["corruption/bone"] = 0.1, },
learn_talent = {[Talents.T_COMMAND_STAFF] = 1},
},
max_power = 6, power_regen = 1,
use_talent = { id = Talents.T_BONE_SPEAR, level = 3, power = 6 },
}
newEntity{ base = "BASE_AMULET",
power_source = {arcane=true},
define_as = "VOX",
name = "Vox", unique=true,
unided_name = "ringing amulet", color=colors.BLUE, image="object/artifact/jewelry_amulet_vox.png",
desc = [[No force can hope to silence the wearer of this amulet.]],
level_range = {40, 50},
rarity = 220,
cost = 3000,
material_level = 5,
wielder = {
see_invisible = 20,
silence_immune = 1,
combat_spellpower = 9,
combat_spellcrit = 4,
max_mana = 50,
combat_spellspeed = 0.15,
max_vim = 50,
},
}
newEntity{ base = "BASE_STAFF",
power_source = {arcane=true},
define_as = "TELOS_TOP_HALF", image = "object/artifact/staff_broken_top_telos.png",
slot_forbid = false,
twohanded = false,
unided_name = "broken staff", flavor_name = "magestaff",
name = "Telos's Staff (Top Half)", unique=true,
require = { stat = { mag=35 }, },
level_range = {40, 50},
rarity = 210,
encumber = 2.5,
material_level = 5,
modes = {"fire", "cold", "lightning", "arcane"},
cost = 500,
combat = {
dam = 35,
apr = 0,
physcrit = 1.5,
dammod = {mag=1.0},
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},
wielder = {
combat_spellpower = 30,
combat_spellcrit = 15,
combat_mentalresist = 8,
inc_stats = { [Stats.STAT_WIL] = 5, },
inc_damage = {[DamageType.ARCANE] = 35 },
learn_talent = {[Talents.T_COMMAND_STAFF] = 1 },
},
}
newEntity{ base = "BASE_AMULET",
power_source = {arcane=true},
define_as = "AMULET_DREAD",
name = "Choker of Dread", unique=true, image = "object/artifact/amulet_choker_of_dread.png",
unided_name = "dark amulet", color=colors.LIGHT_DARK,
desc = [[The evilness of undeath radiates from this amulet.]],
level_range = {20, 28},
rarity = 220,
cost = 500,
material_level = 3,
wielder = {
see_invisible = 10,
blind_immune = 1,
combat_spellpower = 5,
combat_dam = 5,
},
max_power = 60, power_regen = 1,
use_power = { name = "summon an elder vampire to your side", power = 60, use = function(self, who)
if not who:canBe("summon") then game.logPlayer(who, "You cannot summon; you are suppressed!") return end
-- Find space
local x, y = util.findFreeGrid(who.x, who.y, 5, true, {[engine.Map.ACTOR]=true})
if not x then
game.logPlayer(who, "Not enough space to invoke the vampire!")
return
end
print("Invoking guardian on", x, y)
local NPC = require "mod.class.NPC"
local vampire = NPC.new{
type = "undead", subtype = "vampire",
display = "V", image = "npc/elder_vampire.png",
name = "elder vampire", color=colors.RED,
desc=[[A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can summon the very shades of its victims from beyond the grave to come enslaved to its aid.]],
combat = { dam=resolvers.rngavg(9,13), atk=10, apr=9, damtype=engine.DamageType.DRAINLIFE, dammod={str=1.9} },
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
autolevel = "warriormage",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=3, },
stats = { str=12, dex=12, mag=12, con=12 },
life_regen = 3,
size_category = 3,
rank = 3,
infravision = 10,
inc_damage = table.clone(who.inc_damage, true),
resists = { [engine.DamageType.COLD] = 80, [engine.DamageType.NATURE] = 80, [engine.DamageType.LIGHT] = -50, },
blind_immune = 1,
confusion_immune = 1,
see_invisible = 5,
undead = 1,
level_range = {who.level, who.level}, exp_worth = 0,
max_life = resolvers.rngavg(90,100),
combat_armor = 12, combat_def = 10,
resolvers.talents{ [who.T_STUN]=2, [who.T_BLUR_SIGHT]=3, [who.T_PHANTASMAL_SHIELD]=2, [who.T_ROTTING_DISEASE]=3, },
faction = who.faction,
summoner = who,
summon_time = 15,
}
vampire:resolve()
game.zone:addEntity(game.level, vampire, "actor", x, y)
vampire:forceUseTalent(vampire.T_TAUNT, {})
game:playSoundNear(who, "talents/spell_generic")
return {id=true, used=true}
end },
}
newEntity{ define_as = "RUNED_SKULL",
power_source = {arcane=true},
unique = true,
type = "gem", subtype="red", image = "object/artifact/bone_runed_skull.png",
unided_name = "human skull",
name = "Runed Skull",
display = "*", color=colors.RED,
level_range = {40, 50},
rarity = 390,
cost = 150,
encumber = 3,
material_level = 5,
desc = [[Dull red runes are etched all over this blackened skull.]],
carrier = {
combat_spellpower = 7,
on_melee_hit = {[DamageType.FIRE]=25},
},
}
newEntity{ base = "BASE_GREATMAUL",
power_source = {technique=true},
define_as = "GREATMAUL_BILL_TRUNK",
unided_name = "tree trunk", image = "object/artifact/bill_treestump.png",
name = "Bill's Tree Trunk", unique=true,
desc = [[This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!]],
require = { stat = { str=25 }, },
level_range = {1, 10},
material_level = 1,
moddable_tile = "special/treetrunk",
moddable_tile_big = true,
rarity = 200,
metallic = false,
cost = 70,
combat = {
dam = 30,
apr = 7,
physcrit = 1.5,
dammod = {str=1.3},
damrange = 1.7,
},
wielder = {
},
max_power = 20, power_regen = 1,
use_talent = { id = Talents.T_SHATTERING_BLOW, level = 2, power = 20 },
}
newEntity{ base = "BASE_SHIELD",
power_source = {technique=true},
define_as = "SANGUINE_SHIELD",
unided_name = "bloody shield",
name = "Sanguine Shield", unique=true, image = "object/artifact/sanguine_shield.png",
moddable_tile = "special/%s_hand_sanguine_shield", moddable_tile_big = true,
desc = [[Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.]],
require = { stat = { str=39 }, },
level_range = {35, 45},
material_level = 4,
rarity = 240,
cost = 120,
special_combat = {
dam = 40,
block = 220,
physcrit = 9,
dammod = {str=1.2},
},
wielder = {
combat_armor = 4,
combat_def = 14,
combat_def_ranged = 14,
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fatigue = 19,
resists = { [DamageType.BLIGHT] = 25, },
life_regen = 5,
learn_talent = { [Talents.T_BLOCK] = 5, },
},
}
newEntity{ base = "BASE_GLOVES", define_as = "FLAMEWROUGHT",
power_source = {nature=true},
unique = true,
name = "Flamewrought", color = colors.RED, image = "object/artifact/gloves_flamewrought.png",
unided_name = "chitinous gloves",
desc = [[These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.]],
level_range = {5, 12},
rarity = 180,
cost = 50,
material_level = 1,
wielder = {
inc_stats = { [Stats.STAT_WIL] = 3, [Stats.STAT_CUN] = 2,},
resists = { [DamageType.FIRE]= 10, },
inc_damage = { [DamageType.FIRE]= 5, },
combat_mindpower=2,
combat_armor = 2,
combat = {
dam = 5,
apr = 7,
physcrit = 1,
dammod = {dex=0.4, str=-0.6, cun=0.4 },
melee_project={[DamageType.FIRE] = 10},
talent_on_hit = { T_RITCH_FLAMESPITTER_BOLT = {level=3, chance=30} },
convert_damage = { [DamageType.FIRE] = 100,},
},
},
max_power = 24, power_regen = 1,
use_talent = { id = Talents.T_RITCH_FLAMESPITTER_BOLT, level = 3, power = 8 },
}
-- The crystal set
newEntity{ base = "BASE_GEM", define_as = "CRYSTAL_FOCUS",
power_source = {arcane=true},
unique = true,
unided_name = "scintillating crystal",
name = "Crystal Focus", subtype = "multi-hued",
color = colors.WHITE, image = "object/artifact/crystal_focus.png",
level_range = {5, 12},
desc = [[This crystal radiates the power of the Spellblaze itself.]],
rarity = 200,
identified = false,
cost = 50,
material_level = 2,
max_power = 1, power_regen = 1,
use_power = { name = "combine with a weapon", power = 1, use = function(self, who, gem_inven, gem_item)
who:showInventory("Fuse with which weapon?", who:getInven("INVEN"), function(o) return (o.type == "weapon" or o.subtype == "hands") and o.subtype ~= "mindstar" and not o.egoed and not o.unique and not o.rare and not o.archery end, function(o, item)
local oldname = o:getName{do_color=true}
-- Remove the gem
who:removeObject(gem_inven, gem_item)
who:sortInven(gem_inven)
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local Entity = require("engine.Entity")
local ActorStats = require("engine.interface.ActorStats")
local crystalline_ego = Entity.new{
name = "crystalline weapon",
no_unique_lore = true,
is_crystalline_weapon = true,
power_source = {arcane=true},
wielder = {
combat_spellpower = 12,
combat_dam = 12,
inc_stats = {
[ActorStats.STAT_WIL] = 3,
[ActorStats.STAT_CON] = 3,
},
inc_damage = {ARCANE=10},
},
set_list = { {"is_crystalline_armor", true} },
on_set_complete = function(self, wearer)
self.talent_on_spell = { {chance=10, talent="T_MANATHRUST", level=3} }
if(self.combat) then self.combat.talent_on_hit = { T_MANATHRUST = {level=3, chance=10} }
else self.wielder.combat.talent_on_hit = { T_MANATHRUST = {level=3, chance=10} }
end
self:specialSetAdd({"wielder","combat_spellcrit"}, 10)
self:specialSetAdd({"wielder","combat_physcrit"}, 10)
self:specialSetAdd({"wielder","resists_pen"}, {[engine.DamageType.ARCANE]=20, [engine.DamageType.PHYSICAL]=15})
game.logPlayer(wearer, "#GOLD#As the crystalline weapon and armour are brought together, they begin to emit a constant humming.")
end,
on_set_broken = function(self, wearer)
self.talent_on_spell = nil
if (self.combat) then self.combat.talent_on_hit = nil
else self.wielder.combat.talent_on_hit = nil
end
game.logPlayer(wearer, "#GOLD#The humming from the crystalline artifacts fades as they are separated.")
end,
resolvers.generic(function(o) o.name = "Crystalline "..o.name:capitalize() o.unique = o.name end),
resolvers.generic(function(o)
if o.combat and o.combat.dam then
o.combat.dam = o.combat.dam * 1.25
o.combat.damtype = engine.DamageType.ARCANE
elseif o.wielder.combat and o.wielder.combat.dam then
o.wielder.combat.dam = o.wielder.combat.dam * 1.25
o.wielder.combat.convert_damage = o.wielder.combat.convert_damage or {}
o.wielder.combat.convert_damage[engine.DamageType.ARCANE] = 100
end
end),
resolvers.genericlast(function(o) if o.wielder.learn_talent then o.wielder.learn_talent["T_COMMAND_STAFF"] = nil end end),
fake_ego = true,
}
game.zone:applyEgo(o, crystalline_ego, "object", true)
o:resolve()
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who:sortInven()
who.changed = true
game.logPlayer(who, "You fix the crystal on the %s and create the %s.", oldname, o:getName{do_color=true})
end)
end },
}
newEntity{ base = "BASE_GEM", define_as = "CRYSTAL_HEART",
power_source = {arcane=true},
unique = true,
unided_name = "coruscating crystal",
name = "Crystal Heart", subtype = "multi-hued",
color = colors.RED, image = "object/artifact/crystal_heart.png",
level_range = {35, 42},
desc = [[This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.]],
rarity = 250,
identified = false,
cost = 200,
material_level = 5,
max_power = 1, power_regen = 1,
use_power = { name = "combine with a suit of body armor", power = 1, use = function(self, who, gem_inven, gem_item)
-- Body armour only, can be cloth, light, heavy, or massive though. No clue if o.slot works for this.
who:showInventory("Fuse with which armor?", who:getInven("INVEN"), function(o) return o.type == "armor" and o.slot == "BODY" and not o.egoed and not o.unique and not o.rare end, function(o, item)
local oldname = o:getName{do_color=true}
-- Remove the gem
who:removeObject(gem_inven, gem_item)
who:sortInven(gem_inven)
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local Entity = require("engine.Entity")
local ActorStats = require("engine.interface.ActorStats")
local crystalline_ego = Entity.new{
name = "crystalline armour",
no_unique_lore = true,
is_crystalline_armor = true,
power_source = {arcane=true},
wielder = {
combat_spellresist = 35,
combat_physresist = 25,
inc_stats = {
[ActorStats.STAT_MAG] = 8,
[ActorStats.STAT_CON] = 8,
[ActorStats.STAT_LCK] = 12,
},
resists = {ARCANE=35, PHYSICAL=15},
poison_immune=0.6,
disease_immune=0.6,
},
set_list = { {"is_crystalline_weapon", true} },
on_set_complete = function(self, who)
self:specialSetAdd({"wielder","stun_immune"}, 0.5)
self:specialSetAdd({"wielder","blind_immune"}, 0.5)
end,
resolvers.generic(function(o) o.name = "Crystalline "..o.name:capitalize() o.unique = o.name end),
resolvers.generic(function(o)
-- This is supposed to add 1 def for crap cloth robes if for some reason you choose it instead of better robes, and then multiply by 1.25.
o.wielder.combat_def = ((o.wielder.combat_def or 0) + 2) * 1.7
-- Same for armour. Yay crap cloth!
o.wielder.combat_armor = ((o.wielder.combat_armor or 0) + 3) * 1.7
end),
}
game.zone:applyEgo(o, crystalline_ego, "object", true)
o:resolve()
who:sortInven()