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energy-alchemy.lua 8.80 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2019 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 Object = require "engine.Object"
newTalent{
name = "Lightning Infusion",
type = {"spell/energy-alchemy", 1},
mode = "sustained",
require = spells_req_high1,
sustain_mana = 30,
points = 5,
cooldown = 30,
tactical = { BUFF = 2 },
getIncrease = function(self, t) return self:combatTalentScale(t, 0.05, 0.25) * 100 end,
sustain_slots = 'alchemy_infusion',
activate = function(self, t)
game:playSoundNear(self, "talents/arcane")
local ret = {}
self:talentTemporaryValue(ret, "inc_damage", {[DamageType.LIGHTNING] = t.getIncrease(self, t)})
return ret
end,
deactivate = function(self, t, p)
return true
end,
info = function(self, t)
local daminc = t.getIncrease(self, t)
return ([[When you throw your alchemist bombs, you infuse them with lightning damage that can daze your foes.
In addition all lightning damage you do is increased by %d%%.
You cannot have more than one alchemist infusion sustain active at once.]]):
tformat(daminc)
end,
}
newTalent{
name = "Dynamic Recharge",
type = {"spell/energy-alchemy", 2},
require = spells_req_high2,
mode = "passive",
points = 5,
getChance = function(self, t) return math.floor(self:combatTalentLimit(t, 100, 35, 75)) end,
getNb = function(self, t) return self:getTalentLevel(t) <= 6 and 1 or 2 end,
applyEffect = function(self, t, golem)
local tids = table.keys(golem.talents_cd)
local did_something = false
local nb = t.getNb(self, t)
for _, tid in ipairs(tids) do
if golem.talents_cd[tid] > 0 and rng.percent(t.getChance(self, t)) then
golem.talents_cd[tid] = golem.talents_cd[tid] - nb
if golem.talents_cd[tid] <= 0 then golem.talents_cd[tid] = nil end
did_something = true
end
end
if did_something then
game.logSeen(golem, "%s is energized by the attack, reducing some talent cooldowns!", golem.name:capitalize())
end
end,
info = function(self, t)
return ([[While Lightning Infusion is active, your bombs energize your golem.
All talents on cooldown on your golem have %d%% chance to be reduced by %d.]]):
tformat(t.getChance(self, t), t.getNb(self, t))
end,
}
newTalent{
name = "Thunderclap",
type = {"spell/energy-alchemy",3},
require = spells_req_high3,
points = 5,
mana = 40,
cooldown = 12,
requires_target = true,
tactical = { DISABLE = { disarm = 1 }, ATTACKAREA={PHYSICAL=1, LIGHTNING=1} },
range = 0,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 3, 8)) end,
getDuration = function(self, t) return math.floor(self:combatScale(self:combatSpellpower(0.03) * self:getTalentLevel(t), 2, 0, 7, 8)) end,
target = function(self, t)
return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=false, talent=t}
end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 250) / 2 end,
action = function(self, t)
local ammo = self:hasAlchemistWeapon()
if not ammo then
game.logPlayer(self, "You need to ready alchemist gems in your quiver.")
return
end
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
ammo = self:removeObject(self:getInven("QUIVER"), 1)
if not ammo then return end
local dam = self:spellCrit(t.getDamage(self, t))
local affected = {}
self:project(tg, x, y, function(px, py)
local actor = game.level.map(px, py, Map.ACTOR)
if not actor or affected[actor] then return end
affected[actor] = true
DamageType:get(DamageType.PHYSICAL).projector(self, px, py, DamageType.PHYSICAL, dam)
DamageType:get(DamageType.LIGHTNING).projector(self, px, py, DamageType.LIGHTNING, dam)
if actor:canBe("disarm") then
actor:setEffect(actor.EFF_DISARMED, t.getDuration(self, t), {src=self, apply_power=self:combatSpellpower()})
end
if actor:canBe("knockback") then
actor:knockback(self.x, self.y, 3)
actor:crossTierEffect(actor.EFF_OFFBALANCE, self:combatSpellpower())
end
end, dam)
game.level.map:particleEmitter(self.x, self.y, tg.radius, "gravity_breath", {radius=tg.radius, tx=x-self.x, ty=y-self.y, allow=core.shader.allow("distort")})
game:playSoundNear(self, "talents/lightning")
return true
end,
info = function(self, t)
local radius = self:getTalentRadius(t)
return ([[By crushing an alchemist gem you generate a thunderclap in a cone of radius %d dealing %0.2f physical damage and %0.2f lightning damage.
All creatures caught inside are knocked back and disarmed for %d turns.
The duration and damage will increase with your Spellpower.]]):tformat(radius, damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)), damDesc(self, DamageType.LIGHTNING, t.getDamage(self, t)), t.getDuration(self, t))
end,
}
newTalent{
name = "Living Lightning",
type = {"spell/energy-alchemy",4},
require = spells_req_high4,
mode = "sustained",
cooldown = 40,
sustain_mana = 100,
points = 5,
range = function(self, t) return math.ceil(self:combatTalentLimit(t, 6, 2.2, 5)) end,
tactical = { SELF = {DEFEND = 1, BUFF = 1}, ESCAPE = 0.5, CLOSEIN = 0.5, ATTACKAREA = {LIGHTNING = 0.5}},
getSpeed = function(self, t) return self:combatTalentScale(t, 0.05, 0.15, 0.90) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 70) end,
getTurn = function(self, t) return util.bound(50 + self:combatTalentSpellDamage(t, 5, 500) / 10, 50, 160) end,
target = function(self, t) return{type="hit", range=self:getTalentRange(t), talent=t, friendlyblock=false, friendlyfire=false} end,
callbackOnActBase = function(self, t)
local tgts = {}
local grids = core.fov.circle_grids(self.x, self.y, self:getTalentRange(t), true)
for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do
local a = game.level.map(x, y, Map.ACTOR)
if a and self:reactionToward(a) < 0 then
tgts[#tgts+1] = a
end
end end
-- Randomly take targets
local tg = self:getTalentTarget(t)
for i = 1, 1 do
if #tgts <= 0 then break end
local a, id = rng.table(tgts)
table.remove(tgts, id)
self:project(tg, a.x, a.y, DamageType.LIGHTNING, self:spellCrit(t.getDamage(self, t)))
if core.shader.active() then game.level.map:particleEmitter(a.x, a.y, tg.radius, "ball_lightning_beam", {radius=1, tx=x, ty=y}, {type="lightning"})
else game.level.map:particleEmitter(a.x, a.y, tg.radius, "ball_lightning_beam", {radius=1, tx=x, ty=y}) end
game:playSoundNear(self, "talents/lightning")
end
end,
callbackOnAct = function(self, t)
local p = self:isTalentActive(t.id)
if not p then return end
if not p.last_life then p.last_life = self.life end
local min = self.max_life * 0.2
if self.life <= p.last_life - min then
game.logSeen(self, "#LIGHT_STEEL_BLUE#%s is energized by all the damage taken!", self:getName():capitalize())
self.energy.value = self.energy.value + (t.getTurn(self, t) * game.energy_to_act / 100)
end
p.last_life = self.life
end,
activate = function(self, t)
game:playSoundNear(self, "talents/lightning")
local ret = {name = ("%s's %s"):tformat(self:getName():capitalize(), t.name)}
self:talentTemporaryValue(ret, "movement_speed", t.getSpeed(self, t))
ret.last_life = self.life
if core.shader.active(4) then
ret.particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {z=5, rotation=0, radius=1.4, img="alchie_lightning"}, {type="lightningshield", time_factor = 4000, ellipsoidalFactor = {1.7, 1.4}}))
end
return ret
end,
deactivate = function(self, t, p)
self:removeParticles(p.particle)
return true
end,
info = function(self, t)
local speed = t.getSpeed(self, t) * 100
local dam = t.getDamage(self, t)
local turn = t.getTurn(self, t)
local range = self:getTalentRange(t)
return ([[Infuse your body with lightning energy, bolstering your movement speed by +%d%%.
Each turn, a foe within range %d will be struck by lightning and be dealt %0.1f Lightning damage.
In addition, damage to your health will energize you.
At the start of each turn in which you have lost at least %d life (20%% of your maximum life) since your last turn, you will gain %d%% of a turn.
The effects increase with your Spellpower.]]):
tformat(speed, range, damDesc(self, DamageType.LIGHTNING, t.getDamage(self, t)), self.max_life * 0.2, turn)
end,
}