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necrosis.lua 12.95 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2018 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 = "Blurred Mortality",
	type = {"spell/necrosis",1},
	require = spells_req1,
	mode = "sustained",
	points = 5,
	sustain_mana = 30,
	cooldown = 30,
	tactical = { BUFF = 2 },
	lifeBonus = function(self, t) -- Add fraction of max life
		return 50 * self:getTalentLevelRaw(t) + self.max_life * self:combatTalentLimit(t, 1, .01, .05)
	end,
	activate = function(self, t)
		if self.player and not self:attr("no_lichform_quest") and not self:hasQuest("lichform") and not self:attr("undead") then
			self:grantQuest("lichform")
			if game.state.birth.campaign_name ~= "maj-eyal" then self:setQuestStatus("lichform", engine.Quest.DONE) end
			require("engine.ui.Dialog"):simplePopup("Lichform", "You have mastered the lesser arts of overcoming death, but your true goal is before you: the true immortality of Lichform!")
		end

		local ret = {
			die_at = self:addTemporaryValue("die_at", -t.lifeBonus(self, t)),
		} -- Add up to 100% max life
		return ret
	end,
	deactivate = function(self, t, p)
		self:removeTemporaryValue("die_at", p.die_at)
		return true
	end,
	info = function(self, t)
		return ([[The line between life and death blurs for you; you can only die when you reach -%d life.]]):
		format(t.lifeBonus(self, t))
	end,
}

newTalent{
	name = "Impending Doom",
	type = {"spell/necrosis",2},
	require = spells_req2,
	points = 5,
	mana = 60,
	cooldown = 25,
	tactical = { ATTACK = { ARCANE = 3 }, DISABLE = 2 },
	rnd_boss_restrict = function(self, t)
		return self.level < 15
	end,
	range = 7,
	requires_target = true,
	getMax = function(self, t) return 200 + self:combatTalentSpellDamage(t, 28, 850) end,
	getDamage = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 10, 100), 150, 50, 0, 117, 67) end, -- Limit damage factor to < 150%
	action = function(self, t)
		local tg = {type="hit", range=self:getTalentRange(t), talent=t}
		local x, y = self:getTarget(tg)
		if not x or not y then return nil end
		self:project(tg, x, y, function(px, py)
			local target = game.level.map(px, py, Map.ACTOR)
			if not target then return end
			local dam = target.life * t.getDamage(self, t) / 100
			dam = math.min(dam, t.getMax(self, t))
			target:setEffect(target.EFF_IMPENDING_DOOM, 10, {apply_power=self:combatSpellpower(), dam=dam/10, src=self})
		end, 1, {type="freeze"})
		return true
	end,
	info = function(self, t)
		return ([[Your target's doom draws near. Its healing factor is reduced by 80%%, and will take %d%% of its remaining life (or %0.2f, whichever is lower) over 10 turns as arcane damage.
		The damage will increase with your Spellpower.]]):
		format(t.getDamage(self, t), t.getMax(self, t))
	end,
}

newTalent{
	name = "Undeath Link",
	type = {"spell/necrosis",3},
	require = spells_req3,
	points = 5,
	random_ego = "attack",
	mana = 30,
	cooldown = 18,
	tactical = { HEAL = 2 },
	is_heal = true,
	getHeal = function(self, t) return self:combatLimit(self:combatTalentSpellDamage(t, 10, 70), 100, 20, 0,  66.7, 46.7) end, --Limit to <100%
	on_pre_use = function(self, t)
		if game.party and game.party:hasMember(self) then
			for act, def in pairs(game.party.members) do
				if act.summoner and act.summoner == self and act.necrotic_minion then
					return true
				end
			end
		else
			for uid, act in pairs(game.level.entities) do
				if act.summoner and act.summoner == self and act.necrotic_minion then
					return true
				end
			end
		end
		return false
	end,
	action = function(self, t)
		local heal = t.getHeal(self, t)
		local maxdrain = 0 --Use biggest drain for healing purposes
		local drain = 0
		if game.party and game.party:hasMember(self) then
			for act, def in pairs(game.party.members) do
				if act.summoner and act.summoner == self and act.necrotic_minion then
					drain = math.min(act.max_life * heal / 100, act.life-act.die_at)
					act:takeHit(drain, self)
					maxdrain = math.max(maxdrain, drain)
				end
			end
		else
			for uid, act in pairs(game.level.entities) do
				if act.summoner and act.summoner == self and act.necrotic_minion then
					drain = math.min(act.max_life * heal / 100, act.life-act.die_at)
					act:takeHit(drain, self)
					maxdrain = math.max(maxdrain, drain)
				end
			end
		end
		self:attr("allow_on_heal", 1)
		self:heal(maxdrain)
		local empower = necroEssenceDead(self)
		if empower then
			self:setEffect(self.EFF_DAMAGE_SHIELD, 4, {color={0xcb/255, 0xcb/255, 0xcb/255}, power=maxdrain * 0.3})
			empower()
		end
		self:attr("allow_on_heal", -1)
		if core.shader.active(4) then
			self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=2.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
			self:addParticles(Particles.new("shader_shield_temp", 1, {size_factor=1.5, y=-0.3, img="healdark", life=25}, {type="healing", time_factor=6000, beamsCount=15, noup=1.0, beamColor1={0xcb/255, 0xcb/255, 0xcb/255, 1}, beamColor2={0x35/255, 0x35/255, 0x35/255, 1}}))
		end
		game:playSoundNear(self, "talents/ice")
		return true
	end,
	info = function(self, t)
		local heal = t.getHeal(self, t)
		return ([[Absorb up to %d%% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
		The healing will increase with your Spellpower.]]):
		format(heal)
	end,
}

newTalent{
	name = "Lichform",
	type = {"spell/necrosis",4},
	require = {
		stat = { mag=function(level) return 40 + (level-1) * 2 end },
		level = function(level) return 20 + (level-1)  end,
		special = { desc="'From Death, Life' quest completed and not already undead", fct=function(self, t) return not self:attr("undead") and (self:isQuestStatus("lichform", engine.Quest.DONE) or game.state.birth.ignore_prodigies_special_reqs) end},
	},
	mode = "sustained",
	points = 5,
	sustain_mana = 150,
	cooldown = 30,
	no_unlearn_last = true,
	no_npc_use = true,
	becomeLich = function(self, t)
		self.has_used_lichform = true
		self.descriptor.race = "Undead"
		self.descriptor.subrace = "Lich"
		if not self.has_custom_tile then
			self.moddable_tile = "skeleton"
			self.moddable_tile_nude = 1
			self.moddable_tile_base = "base_lich_01.png"
			self.moddable_tile_ornament = nil
			self.moddable_tile_hair = nil
			self.moddable_tile_facial_features = nil
			self.moddable_tile_tatoo = nil
			self.moddable_tile_horn = nil
			self.attachement_spots = "race_skeleton"
		end
		self.blood_color = colors.GREY
		self:attr("poison_immune", 1)
		self:attr("disease_immune", 1)
		self:attr("stun_immune", 1)
		self:attr("cut_immune", 1)
		self:attr("fear_immune", 1)
		self:attr("no_breath", 1)
		self:attr("undead", 1)
		self.resists[DamageType.COLD] = (self.resists[DamageType.COLD] or 0) + 20
		self.resists[DamageType.DARKNESS] = (self.resists[DamageType.DARKNESS] or 0) + 20
		self.inscription_forbids = self.inscription_forbids or {}
		self.inscription_forbids["inscriptions/infusions"] = true

		local level = self:getTalentLevel(t)
		if level < 2 then
			self:incIncStat("mag", -3) self:incIncStat("wil", -3)
			self.resists.all = (self.resists.all or 0) - 10
		elseif level < 3 then
			-- nothing
		elseif level < 4 then
			self:incIncStat("mag", 3) self:incIncStat("wil", 3)
			self.life_rating = self.life_rating + 1
		elseif level < 5 then
			self:incIncStat("mag", 3) self:incIncStat("wil", 3)
			self:attr("combat_spellresist", 10) self:attr("combat_mentalresist", 10)
			self.life_rating = self.life_rating + 2
			self:learnTalentType("celestial/star-fury", true)
			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") - 0.3)
			self.negative_regen = self.negative_regen + 0.2 + 0.1
		elseif level < 6 then
			self:incIncStat("mag", 5) self:incIncStat("wil", 5)
			self:attr("combat_spellresist", 10) self:attr("combat_mentalresist", 10)
			self.resists_cap.all = (self.resists_cap.all or 0) + 10
			self.life_rating = self.life_rating + 2
			self:learnTalentType("celestial/star-fury", true)
			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") - 0.1)
			self.negative_regen = self.negative_regen + 0.2 + 0.5
		elseif level < 7 then
			self:incIncStat("mag", 6) self:incIncStat("wil", 6) self:incIncStat("cun", 6)
			self:attr("combat_spellresist", 15) self:attr("combat_mentalresist", 15)
			self.resists_cap.all = (self.resists_cap.all or 0) + 15
			self.life_rating = self.life_rating + 3
			self:learnTalentType("celestial/star-fury", true)
			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") + 0.1)
			self.negative_regen = self.negative_regen + 0.2 + 1
		else -- level 7
			self:incIncStat("mag", 12) self:incIncStat("wil", 12) self:incIncStat("cun", 12)
			self:attr("combat_spellresist", 35) self:attr("combat_mentalresist", 35)
			self.resists_cap.all = (self.resists_cap.all or 0) + 15
			self.life_rating = self.life_rating + 4
			self:attr("ignore_direct_crits", 60)
			self:learnTalentType("celestial/star-fury", true)
			self:setTalentTypeMastery("celestial/star-fury", self:getTalentTypeMastery("celestial/star-fury") + 0.3)
			self.negative_regen = self.negative_regen + 0.2 + 1
		end

		if self:attr("blood_life") then
			self.blood_life = nil
			game.log("#GREY#As you turn into a powerful undead you feel your body violently rejecting the Blood of Life.")
		end

		if not self.has_custom_tile then
			self:removeAllMOs()
			self:updateModdableTile()
			require("engine.ui.Dialog"):yesnoLongPopup("Lichform", "#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!\n\n#{italic}#You may now choose to customize the appearance of your Lich, this can not be changed afterwards.", 600, function(ret) if ret then
				require("mod.dialogs.Birther"):showCosmeticCustomizer(self, "Lich Cosmetic Options")
			end end, "Customize Appearance", "Use Default", true)
		else
			require("engine.ui.Dialog"):simplePopup("Lichform", "#GREY#You feel your life slip away, only to be replaced by pure arcane forces! Your flesh starts to rot on your bones, and your eyes fall apart as you are reborn into a Lich!")
		end

		game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
	end,
	on_pre_use = function(self, t)
		if self:attr("undead") then return false else return true end
	end,
	activate = function(self, t)
		local ret = {
			mana = self:addTemporaryValue("mana_regen", -4),
		}
		return ret
	end,
	deactivate = function(self, t, p)
		self:removeTemporaryValue("mana_regen", p.mana)
		return true
	end,
	info = function(self, t)
		return ([[This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
		If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
		All liches gain the following intrinsics:
		- Poison, cut, and fear immunity.
		- 100%% disease and stun resistance.
		- 20%% cold and darkness resistance.
		- No need to breathe.
		- Infusions do not work.
		Also:
		At level 1: -3 to all stats, -10%% to all resistances. Such meagre devotion!
		At level 2: Nothing.
		At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
		At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
		At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
		At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration.
		At level 7: #CRIMSON##{bold}#Your power becomes overwhelming!#{normal}##LAST# +12 Magic, Willpower and Cunning, 60%% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
		The undead cannot use this talent.
		While active, it will drain 4 mana per turn.
		Once you die and turn into a Lich you can not invest any more in this talent.]]):
		format()
	end,
}