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dg authored
<li>FoV no longer improperly peeks around blocked corners</li> <li>LoS is now equivalent to FoV</li> <li>"Smart" LoS: if you can see it, you can target and project to it</li> <li>FoV has a permissiveness setting that can be set for each level</li> <li>Distance metrics are now consistent for FoV, AoE, and talent ranges (defaults to rounded circle)</li> <li>fov_beam_any_angle function now uses "dx", "dy" as input instead of "angle"</li> </ul> git-svn-id: http://svn.net-core.org/repos/t-engine4@4368 51575b47-30f0-44d4-a5cc-537603b46e54
dg authored<li>FoV no longer improperly peeks around blocked corners</li> <li>LoS is now equivalent to FoV</li> <li>"Smart" LoS: if you can see it, you can target and project to it</li> <li>FoV has a permissiveness setting that can be set for each level</li> <li>Distance metrics are now consistent for FoV, AoE, and talent ranges (defaults to rounded circle)</li> <li>fov_beam_any_angle function now uses "dx", "dy" as input instead of "angle"</li> </ul> git-svn-id: http://svn.net-core.org/repos/t-engine4@4368 51575b47-30f0-44d4-a5cc-537603b46e54
augmented-mobility.lua 7.55 KiB
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011 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 = "Mindhook",
type = {"psionic/augmented-mobility", 1},
require = psi_wil_20_1,
cooldown = function(self, t)
return math.ceil(20 - self:getTalentLevel(t)*2)
end,
psi = 20,
points = 5,
tactical = { CLOSEIN = 2 },
range = function(self, t)
local r = 2+self:getTalentLevelRaw(t)
local gem_level = getGemLevel(self)
local mult = (1 + 0.02*gem_level*(self:getTalentLevel(self.T_REACH)))
r = math.floor(r*mult)
return math.min(r, 10)
end,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t)}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
local _ _, x, y = self:canProject(tg, x, y)
local target = game.level.map(x, y, engine.Map.ACTOR)
if not target then
game.logPlayer(self, "The target is out of range")
return
end
target:pull(self.x, self.y, tg.range)
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
local range = self:getTalentRange(t)
return ([[Briefly extend your telekinetic reach to grab an enemy and haul them towards you.
Works on enemies up to %d squares away. The cooldown decreases and the range increases with additional talent points spent.]]):
format(range)
end,
}
newTalent{
name = "Quick as Thought",
type = {"psionic/augmented-mobility", 2},
points = 5,
random_ego = "utility",
cooldown = 80,
psi = 30,
require = psi_wil_20_2,
action = function(self, t)
self:setEffect(self.EFF_QUICKNESS, 10+self:getWil(10), {power=self:getTalentLevel(t) * 0.1})
return true
end,
info = function(self, t)
local inc = self:getTalentLevel(t)*0.1
local percentinc = ((1/(1-inc))-1)*100
return ([[You encase your legs in precise sheathes of force, increasing your movement speed by %d%% for %d turns.]]):
format(percentinc, 10+self:getWil(10))
end,
}
newTalent{
--name = "Super"..self.race.." Leap",
name = "Telekinetic Leap",
type = {"psionic/augmented-mobility", 3},
require = psi_wil_20_3,
cooldown = 15,
psi = 10,
points = 5,
tactical = { CLOSEIN = 2 },
range = function(self, t)
local r = 2 + self:getTalentLevelRaw(t)
local gem_level = getGemLevel(self)
local mult = (1 + 0.02*gem_level*(self:getTalentLevel(self.T_REACH)))
r = math.floor(r*mult)
return math.min(r, 10)
end,
action = function(self, t)
local tg = {default_target=self, type="ball", nolock=true, pass_terrain=false, nowarning=true, range=self:getTalentRange(t), radius=0, requires_knowledge=false}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
local _ _, x, y = self:canProject(tg, x, y)
if not x or not y then return nil end
local fx, fy = util.findFreeGrid(x, y, 5, true, {[Map.ACTOR]=true})
if not fx then
return
end
self:move(fx, fy, true)
return true
end,
info = function(self, t)
local range = self:getTalentRange(t)
return ([[You perform a precise, telekinetically-enhanced leap, landing up to %d squares away.]]):
format(range)
end,
}
newTalent{
name = "Shattering Charge",
type = {"psionic/augmented-mobility", 4},
require = psi_wil_20_4,
points = 5,
random_ego = "attack",
psi = 60,
cooldown = 10,
tactical = { CLOSEIN = 2, ATTACK = 1 },
range = function(self, t)
local r = 2 + self:getTalentLevel(t)
local gem_level = getGemLevel(self)
local mult = (1 + 0.02*gem_level*(self:getTalentLevel(self.T_REACH)))
r = math.floor(r*mult)
return math.min(r, 10)
end,
--range = function(self, t) return 3+self:getTalentLevel(t)+self:getWil(4) end,
direct_hit = true,
requires_target = true,
on_pre_use = function(self, t, silent)
if not self:hasEffect(self.EFF_KINSPIKE_SHIELD) and not self:isTalentActive(self.T_KINETIC_SHIELD) then
if not silent then game.logSeen(self, "You must either have a spiked kinetic shield or be able to spike one. Cancelling charge.") end
return false
end
return true
end,
action = function(self, t)
if self:getTalentLevelRaw(t) < 5 then
local tg = {type="beam", range=self:getTalentRange(t), nolock=true, talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
if self:hasLOS(x, y) and not game.level.map:checkEntity(x, y, Map.TERRAIN, "block_move") then
if not self:hasEffect(self.EFF_KINSPIKE_SHIELD) and self:isTalentActive(self.T_KINETIC_SHIELD) then
self:forceUseTalent(self.T_KINETIC_SHIELD, {ignore_energy=true})
end
local dam = self:spellCrit(self:combatTalentMindDamage(t, 20, 600))
self:project(tg, x, y, DamageType.BATTER, self:spellCrit(rng.avg(2*dam/3, dam, 3)))
--local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, tg.radius, "flamebeam", {tx=x-self.x, ty=y-self.y})
game:playSoundNear(self, "talents/lightning")
--self:move(x, y, true)
local fx, fy = util.findFreeGrid(x, y, 5, true, {[Map.ACTOR]=true})
if not fx then
return
end
self:move(fx, fy, true)
else
game.logSeen(self, "You can't move there.")
return nil
end
return true
else
local tg = {type="beam", range=self:getTalentRange(t), nolock=true, talent=t, display={particle="bolt_earth", trail="earthtrail"}}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
if not self:hasEffect(self.EFF_KINSPIKE_SHIELD) and self:isTalentActive(self.T_KINETIC_SHIELD) then
self:forceUseTalent(self.T_KINETIC_SHIELD, {ignore_energy=true})
end
local dam = self:spellCrit(self:combatTalentMindDamage(t, 20, 600))
for i = 1, self:getTalentRange(t) do
self:project(tg, x, y, DamageType.DIG, 1)
end
self:project(tg, x, y, DamageType.BATTER, self:spellCrit(rng.avg(2*dam/3, dam, 3)))
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, tg.radius, "flamebeam", {tx=x-self.x, ty=y-self.y})
game:playSoundNear(self, "talents/lightning")
local block_actor = function(_, bx, by) return game.level.map:checkEntity(bx, by, engine.Map.TERRAIN, "block_move", self) end
local l = self:lineFOV(x, y, block_actor)
local lx, ly, is_corner_blocked = l:step(block_actor)
local tx, ty, _ = lx, ly
while lx and ly do
if is_corner_blocked or block_actor(_, lx, ly) then break end
tx, ty = lx, ly
lx, ly, is_corner_blocked = l:step(block_actor)
end
--self:move(tx, ty, true)
local fx, fy = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not fx then
return
end
self:move(fx, fy, true)
return true
end
end,
info = function(self, t)
local range = self:getTalentRange(t)
local dam = self:combatTalentMindDamage(t, 20, 600)
return ([[You expend massive amounts of energy to launch yourself across %d squares at incredible speed. All enemies in your path will be knocked flying and dealt between %d and %d damage. At high levels, you can batter through solid walls.
You must have a spiked kinetic shield erected in order to use this ability.]]):
format(range, 2*dam/3, dam)
end,
}