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dg authored
thunderstorm ! git-svn-id: http://svn.net-core.org/repos/t-engine4@265 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredthunderstorm ! git-svn-id: http://svn.net-core.org/repos/t-engine4@265 51575b47-30f0-44d4-a5cc-537603b46e54
air.lua 4.05 KiB
newTalent{
name = "Lightning",
type = {"spell/air", 1},
require = spells_req1,
points = 5,
mana = 10,
cooldown = 3,
tactical = {
ATTACK = 10,
},
range = 20,
action = function(self, t)
local tg = {type="beam", range=self:getTalentRange(t)}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.LIGHTNING, rng.avg(1, self:spellCrit(20 + self:combatSpellpower(0.8) * self:getTalentLevel(t)), 3), {type="lightning"})
return true
end,
info = function(self, t)
return ([[Conjures up mana into a powerful beam of lightning doing 1 to %0.2f damage
The damage will increase with the Magic stat]]):format(20 + self:combatSpellpower(0.8) * self:getTalentLevel(t))
end,
}
newTalent{
name = "Noxious Cloud",
type = {"spell/air",2},
require = spells_req2,
points = 5,
mana = 45,
cooldown = 8,
tactical = {
ATTACKAREA = 10,
},
range = 15,
action = function(self, t)
local duration = self:getTalentLevel(t)
local radius = 3
local dam = 4 + self:combatSpellpower(0.11) * self:getTalentLevel(t)
local tg = {type="ball", range=self:getTalentRange(t), radius=radius}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
x, y = game.target:pointAtRange(self.x, self.y, x, y, 15)
-- Add a lasting map effect
game.level.map:addEffect(self,
x, y, duration,
DamageType.NATURE, dam,
radius,
5, nil,
engine.Entity.new{alpha=100, display='', color_br=30, color_bg=180, color_bb=60}
)
return true
end,
info = function(self, t)
return ([[Noxious fumes raises from the ground doing %0.2f nature damage in a radius of 3 each turns for %d turns.
The damage and duration will increase with the Magic stat]]):format(4 + self:combatSpellpower(0.11) * self:getTalentLevel(t), self:getTalentLevel(t))
end,
}
newTalent{
name = "Wings of Wind",
type = {"spell/air",3},
require = spells_req3,
points = 5,
mode = "sustained",
sustain_mana = 100,
tactical = {
MOVEMENT = 10,
},
activate = function(self, t)
return {
fly = self:addTemporaryValue("fly", math.floor(self:getTalentLevel(t))),
}
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("fly", p.fly)
return true
end,
info = function(self, t)
return ([[Grants the caster a pair of wings made of pure wind, allowing her to fly up to %d height.]]):
format(math.floor(self:getTalentLevel(t)))
end,
}
newTalent{
name = "Thunderstorm",
type = {"spell/air", 4},
require = spells_req4,
points = 5,
mode = "sustained",
sustain_mana = 250,
cooldown = 15,
tactical = {
ATTACKAREA = 10,
},
range = 5,
do_storm = function(self, t)
local tgts = {}
local grids = core.fov.circle_grids(self.x, self.y, 5, 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 = {type="hit", range=self:getTalentRange(t)}
for i = 1, math.floor(self:getTalentLevel(t)) 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, rng.avg(1, self:spellCrit(20 + self:combatSpellpower(0.8) * self:getTalentLevel(t)), 3), {type="lightning"})
end
end,
activate = function(self, t)
game.logSeen(self, "#0080FF#A furious lightning storm forms around %s!", self.name)
return {
drain = self:addTemporaryValue("mana_regen", -2),
}
end,
deactivate = function(self, t, p)
game.logSeen(self, "#0080FF#A furious lightning storm forms around %s!", self.name)
self:removeTemporaryValue("mana_regen", p.drain)
return true
end,
info = function(self, t)
return ([[Conjures a furious raging lightning storm with a radius of 5 that follows you as long as this spell is active.
Each turn a random lightning bolt will hit up to %d of your foes for 1 to %0.2f damage.
This powerfull spell will continuously drain mana while active.
The damage will increase with the Magic stat]]):format(self:getTalentLevel(t), 20 + self:combatSpellpower(0.8) * self:getTalentLevel(t))
end,
}