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-- Copyright (C) 2009 - 2015 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 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

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-- 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,
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	cost = 1000,
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	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,
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		dam = 39, -- lower damage, defensive item with extremely powerful effects
		apr = 10,
		physcrit = 10,
		dammod = {str=1},
		damrange = 1.4,
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		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)
			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
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				self.winterStorm = nil
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			-- If the map has no Winter Storm then create one
			if not self.winterStorm then
				local stormDam = who:combatStatScale("str", 20, 80, 0.75)
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				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
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						end
						return true
					end,
			 		false,
			 		false
			 	)
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			else
				-- The storm already exists so move it on top of the target and increase its duration
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				self.winterStorm.x = target.x
				self.winterStorm.y = target.y
				if self.winterStorm.duration < 7 then -- duration can be extended forever while meleeing
					self.winterStorm.duration = self.winterStorm.duration + 2
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				end
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			end
			
			end
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		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 },
	},
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	max_power = 40, power_regen = 1,
	use_power = { name ="intensify your winter storm creating unbreakable ice walls in each space", power = 30,
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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
			
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	on_wear = function(self, who)
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	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.]],
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	level_range = {1, 25},
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	material_level = 2,

	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",
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	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"} },
	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,
	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,
	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",
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	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,
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	identified = false,
	imbue_powers = {
		resists = { [DamageType.NATURE] = 25, [DamageType.DARKNESS] = 10, [DamageType.COLD] = 10 },
		inc_stats = { [Stats.STAT_CON] = 25, },
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		ignore_direct_crits = 23,
	},
	wielder = {
		resists = { [DamageType.NATURE] = 25, [DamageType.DARKNESS] = 10, [DamageType.COLD] = 10 },
		inc_stats = { [Stats.STAT_CON] = 25, },
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		ignore_direct_crits = 23,
	},
}

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",
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	moddable_tile = "special/%s_axe_malediction",
	moddable_tile_big = true,
	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,
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	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},
		damtype = DamageType.DARKNESS,
	},
	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,
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	desc = [[The top part of Telos' broken staff.]],
	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},
		damtype = DamageType.ARCANE,
	},
	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",
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	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},
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		lifesteal = 8,
	},
	wielder = {
		combat_armor = 4,
		combat_def = 14,
		combat_def_ranged = 14,
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		inc_stats = { [Stats.STAT_CON] = 10, },
		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()

			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()
			who.changed = true

			game.logPlayer(who, "You fix the crystal on the %s and create the %s.", oldname, o:getName{do_color=true})