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dg authoredgit-svn-id: http://svn.net-core.org/repos/t-engine4@1611 51575b47-30f0-44d4-a5cc-537603b46e54
summon-melee.lua 10.86 KiB
-- ToME - Tales of Middle-Earth
-- Copyright (C) 2009, 2010 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
newTalent{
name = "War Hound",
type = {"wild-gift/summon-melee", 1},
require = gifts_req1,
points = 5,
random_ego = "attack",
message = "@Source@ summons a War Hound!",
equilibrium = 3,
cooldown = 15,
range = 20,
requires_target = true,
action = function(self, t)
if not self:canBe("summon") then game.logPlayer(self, "You can not summon, you are suppressed!") return end
if checkMaxSummon(self) then return end
local tg = {type="bolt", nowarning=true, range=self:getTalentRange(t), nolock=true, talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
target = game.level.map(tx, ty, Map.ACTOR)
if target == self then target = nil end
-- Find space
local x, y = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to summon!")
return
end
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "animal", subtype = "canine",
display = "C", color=colors.LIGHT_DARK,
name = "war hound", faction = self.faction,
desc = [[]],
autolevel = "warrior",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=5, },
stats = { str=10 + self:getWil() * self:getTalentLevel(t) / 5, dex=10 + self:getTalentLevel(t) * 2, mag=5, con=15 + self:getTalentLevelRaw(self.T_RESILIENCE)*2 },
level_range = {self.level, self.level}, exp_worth = 0,
max_life = resolvers.rngavg(25,50),
life_rating = 6,
infravision = 20,
combat_armor = 2, combat_def = 4,
combat = { dam=resolvers.rngavg(12,25), atk=10, apr=10, dammod={str=0.8} },
inc_damage = table.clone(self.inc_damage, true),
summoner = self, summoner_gain_exp=true, wild_gift_summon=true,
summon_time = math.ceil(self:getTalentLevel(t)) + 5 + self:getTalentLevelRaw(self.T_RESILIENCE),
ai_target = {actor=target}
}
m:resolve() m:resolve(nil, true)
m:forceLevelup(self.level)
game.zone:addEntity(game.level, m, "actor", x, y)
game.level.map:particleEmitter(x, y, 1, "summon")
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
return ([[Summon a War Hound to attack your foes. War hounds are good basic melee attackers.
It will get %d strength and %d dexterity.]]):format(10 + self:getWil() * self:getTalentLevel(t) / 5, 10 + self:getTalentLevel(t) * 2)
end,
}
newTalent{
name = "Jelly",
type = {"wild-gift/summon-melee", 2},
require = gifts_req2,
points = 5,
random_ego = "attack",
message = "@Source@ summons a Jelly!",
equilibrium = 5,
cooldown = 10,
range = 20,
requires_target = true,
action = function(self, t)
if not self:canBe("summon") then game.logPlayer(self, "You can not summon, you are suppressed!") return end
if checkMaxSummon(self) then return end
local tg = {type="bolt", nowarning=true, range=self:getTalentRange(t), nolock=true, talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
target = game.level.map(tx, ty, Map.ACTOR)
if target == self then target = nil end
-- Find space
local x, y = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to summon!")
return
end
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "immovable", subtype = "jelly",
display = "j", color=colors.BLACK,
desc = "A strange blob on the dungeon floor.",
name = "black jelly",
autolevel = "none", faction=self.faction,
stats = { con=10 + self:getWil() * self:getTalentLevel(t) / 5 + self:getTalentLevelRaw(self.T_RESILIENCE) * 3, str=10 + self:getTalentLevel(t) * 2 },
resists = { [DamageType.LIGHT] = -50 },
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=5, },
level_range = {self.level, self.level}, exp_worth = 0,
max_life = resolvers.rngavg(25,50),
life_rating = 15,
infravision = 20,
combat_armor = 1, combat_def = 1,
never_move = 1,
inc_damage = table.clone(self.inc_damage, true),
combat = { dam=8, atk=15, apr=5, damtype=DamageType.ACID, dammod={str=0.7} },
summoner = self, summoner_gain_exp=true, wild_gift_summon=true,
summon_time = math.ceil(self:getTalentLevel(t)) + 5 + self:getTalentLevelRaw(self.T_RESILIENCE),
ai_target = {actor=target}
}
m:resolve() m:resolve(nil, true)
m:forceLevelup(self.level)
game.zone:addEntity(game.level, m, "actor", x, y)
game.level.map:particleEmitter(x, y, 1, "summon")
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
return ([[Summon a Jelly to attack your foes. Jellies do not move, but are great to block a passage.
It will get %d constitution and %d strength.]]):format(10 + self:getWil() * self:getTalentLevel(t) / 5, 10 + self:getTalentLevel(t) * 2)
end,
}
newTalent{
name = "Minotaur",
type = {"wild-gift/summon-melee", 3},
require = gifts_req3,
points = 5,
random_ego = "attack",
message = "@Source@ summons a Minotaur!",
equilibrium = 10,
cooldown = 15,
range = 20,
requires_target = true,
action = function(self, t)
if not self:canBe("summon") then game.logPlayer(self, "You can not summon, you are suppressed!") return end
if checkMaxSummon(self) then return end
local tg = {type="bolt", nowarning=true, range=self:getTalentRange(t), nolock=true, talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
target = game.level.map(tx, ty, Map.ACTOR)
if target == self then target = nil end
-- Find space
local x, y = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to summon!")
return
end
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "giant", subtype = "minotaur",
display = "H",
name = "minotaur", color=colors.UMBER,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
max_stamina = 100,
life_rating = 13,
max_life = resolvers.rngavg(50,80),
infravision = 20,
autolevel = "none",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=2, },
energy = { mod=1.2 },
stats = { str=25 + self:getWil() * self:getTalentLevel(t) / 5, dex=18, con=10 + self:getTalentLevel(t) * 2 + self:getTalentLevelRaw(self.T_RESILIENCE)*2, },
desc = [[It is a cross between a human and a bull.]],
resolvers.equip{ {type="weapon", subtype="battleaxe", auto_req=true}, },
level_range = {self.level, self.level}, exp_worth = 0,
combat_armor = 13, combat_def = 8,
resolvers.talents{ [Talents.T_WARSHOUT]=3, [Talents.T_STUNNING_BLOW]=3, [Talents.T_SUNDER_ARMOUR]=2, [Talents.T_SUNDER_ARMS]=2, },
inc_damage = table.clone(self.inc_damage, true),
faction = self.faction,
summoner = self, summoner_gain_exp=true, wild_gift_summon=true,
summon_time = self:getTalentLevel(t) + 2 + self:getTalentLevelRaw(self.T_RESILIENCE),
ai_target = {actor=target}
}
m:resolve() m:resolve(nil, true)
m:forceLevelup(self.level)
game.zone:addEntity(game.level, m, "actor", x, y)
game.level.map:particleEmitter(x, y, 1, "summon")
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
return ([[Summon a Minotaur to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage.
It will get %d strength and %d constitution.]]):format(25 + self:getWil() * self:getTalentLevel(t) / 5, 10 + self:getTalentLevel(t) * 2)
end,
}
newTalent{
name = "Stone Golem",
type = {"wild-gift/summon-melee", 4},
require = gifts_req4,
points = 5,
random_ego = "attack",
message = "@Source@ summons an Stone Golem!",
equilibrium = 15,
cooldown = 20,
range = 20,
requires_target = true,
action = function(self, t)
if not self:canBe("summon") then game.logPlayer(self, "You can not summon, you are suppressed!") return end
if checkMaxSummon(self) then return end
local tg = {type="bolt", nowarning=true, range=self:getTalentRange(t), nolock=true, talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
target = game.level.map(tx, ty, Map.ACTOR)
if target == self then target = nil end
-- Find space
local x, y = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to summon!")
return
end
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "golem", subtype = "stone",
display = "g",
name = "stone golem", color=colors.WHITE,
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
max_stamina = 100,
life_rating = 13,
max_life = resolvers.rngavg(50,80),
infravision = 20,
autolevel = "none",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=2, },
stats = { str=25 + self:getWil() * self:getTalentLevel(t) / 5, dex=18, con=10 + self:getTalentLevel(t) * 2 + self:getTalentLevelRaw(self.T_RESILIENCE)*2, },
desc = [[It is a massive animated statue.]],
level_range = {self.level, self.level}, exp_worth = 0,
combat_armor = 25, combat_def = -20,
combat = { dam=resolvers.rngavg(25,50), atk=20, apr=5, dammod={str=0.9} },
resolvers.talents{ [Talents.T_QUAKE]=3, [Talents.T_STUN]=3, },
inc_damage = table.clone(self.inc_damage, true),
poison_immune=1, cut_immune=1, fear_immune=1, blind_immune=1,
faction = self.faction,
summoner = self, summoner_gain_exp=true, wild_gift_summon=true,
summon_time = math.ceil(self:getTalentLevel(t)) + 5 + self:getTalentLevelRaw(self.T_RESILIENCE),
ai_target = {actor=target}
}
m:resolve() m:resolve(nil, true)
m:forceLevelup(self.level)
game.zone:addEntity(game.level, m, "actor", x, y)
game.level.map:particleEmitter(x, y, 1, "summon")
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
return ([[Summon a Stone Golem to attack your foes. Stone golems are formidable foes that can shake the ground with their might.
It will get %d strength and %d constitution.]]):format(25 + self:getWil() * self:getTalentLevel(t) / 5, 10 + self:getTalentLevel(t) * 2)
end,
}