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Otowa Kotori
Tales of MajEyal
Commits
23d06ced
Commit
23d06ced
authored
5 years ago
by
Chris Davidson
Browse files
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Shield ego fixes/revisions
parent
92d50e84
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game/modules/tome/data/general/objects/egos/shield.lua
+68
-4
68 additions, 4 deletions
game/modules/tome/data/general/objects/egos/shield.lua
with
68 additions
and
4 deletions
game/modules/tome/data/general/objects/egos/shield.lua
+
68
−
4
View file @
23d06ced
...
...
@@ -337,10 +337,10 @@ newEntity{
on_block
=
{
desc
=
function
(
self
,
who
,
special
)
local
dam
=
special
.
shield_wintry
(
who
)
return
(
"Deals #
VIOLET
#%d#LAST# cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn)"
):
format
(
dam
)
return
(
"Deals #
YELLOW
#%d#LAST# cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn)"
):
format
(
dam
)
end
,
shield_wintry
=
function
(
who
)
local
dam
=
math.floor
(
who
:
combatStatScale
(
who
:
combat
Spell
power
(),
1
0
,
2
00
))
local
dam
=
math.max
(
15
,
math.floor
(
who
:
combatStatScale
(
who
:
combat
Mind
power
(),
1
,
3
00
))
)
return
dam
end
,
fct
=
function
(
self
,
who
,
target
,
type
,
dam
,
eff
,
special
)
...
...
@@ -359,6 +359,69 @@ newEntity{
},
}
newEntity
{
power_source
=
{
psionic
=
true
},
name
=
"windwalling "
,
prefix
=
true
,
instant_resolve
=
true
,
keywords
=
{
windwalling
=
true
},
level_range
=
{
1
,
50
},
greater_ego
=
1
,
unique_ego
=
1
,
rarity
=
20
,
cost
=
60
,
special_combat
=
{
melee_project
=
{
[
DamageType
.
PHYSICAL
]
=
resolvers
.
mbonus_material
(
20
,
10
),
},
},
wielder
=
{
resists
=
{
[
DamageType
.
PHYSICAL
]
=
resolvers
.
mbonus_material
(
10
,
10
),
},
inc_stats
=
{
[
Stats
.
STAT_WIL
]
=
resolvers
.
mbonus_material
(
5
,
1
),
},
},
on_block
=
{
desc
=
function
(
self
,
who
,
special
)
local
dam
=
special
.
shield_windwall
(
who
)
return
(
"Blasts a radius 10 area dealing #YELLOW#%d#LAST# physical damage to enemies and destroying any hostile projectiles"
):
format
(
dam
)
end
,
shield_windwall
=
function
(
who
)
local
dam
=
math.max
(
15
,
math.floor
(
who
:
combatStatScale
(
who
:
combatMindpower
(),
1
,
150
)))
return
dam
end
,
fct
=
function
(
self
,
who
,
target
,
type
,
dam
,
eff
,
special
)
if
who
.
turn_procs
and
who
.
turn_procs
.
shield_windwall
then
return
end
who
.
turn_procs
.
shield_windwall
=
true
local
DamageType
=
require
"engine.DamageType"
local
dam
=
special
.
shield_windwall
(
who
)
who
:
project
({
type
=
"ball"
,
radius
=
10
,
friendlyfire
=
false
,
selffire
=
false
},
who
.
x
,
who
.
y
,
DamageType
.
PHYSICAL
,
dam
)
game
.
level
.
map
:
particleEmitter
(
who
.
x
,
who
.
y
,
10
,
"shout"
,
{
additive
=
true
,
life
=
10
,
size
=
3
,
distorion_factor
=
0
.
0
,
radius
=
10
,
nb_circles
=
4
,
rm
=
0
.
8
,
rM
=
1
,
gm
=
0
,
gM
=
0
,
bm
=
0
.
8
,
bM
=
1
.
0
,
am
=
0
.
4
,
aM
=
0
.
6
})
local
grids
=
core
.
fov
.
circle_grids
(
who
.
x
,
who
.
y
,
10
,
true
)
for
x
,
yy
in
pairs
(
grids
)
do
for
y
,
_
in
pairs
(
grids
[
x
])
do
local
i
=
0
local
p
=
game
.
level
.
map
(
x
,
y
,
engine
.
Map
.
PROJECTILE
+
i
)
while
p
do
if
p
.
src
and
p
.
src
:
reactionToward
(
who
)
>=
0
then
return
end
if
p
.
name
then
game
.
logPlayer
(
who
,
"#GREEN#"
..
p
.
name
..
"is blown away!#LAST#"
)
else
game
.
logPlayer
(
who
,
"#GREEN#A projectile is blown away!!#LAST#"
)
end
p
:
terminate
(
x
,
y
)
game
.
level
:
removeEntity
(
p
,
true
)
p
.
dead
=
true
i
=
i
+
1
p
=
game
.
level
.
map
(
x
,
y
,
engine
.
Map
.
PROJECTILE
+
i
)
end
end
end
end
,
},
}
----------------------------------------------------------------
-- Lesser Misc
----------------------------------------------------------------
...
...
@@ -502,7 +565,7 @@ newEntity{
return
(
"Deals #VIOLET#%d#LAST# light and fire damage to each enemy blocked"
):
format
(
dam
)
end
,
shield_wrathful
=
function
(
who
)
local
dam
=
math.floor
(
who
:
combatStatScale
(
who
:
combatSpellpower
(),
1
,
450
)
/
2
)
local
dam
=
math.max
(
15
,
math.floor
(
who
:
combatStatScale
(
who
:
combatSpellpower
(),
1
,
450
)
/
2
)
)
return
dam
end
,
fct
=
function
(
self
,
who
,
target
,
type
,
dam
,
eff
,
special
)
...
...
@@ -655,6 +718,7 @@ newEntity{
},
}
-- needs gfx
newEntity
{
power_source
=
{
techniquee
=
true
},
name
=
" of shrapnel"
,
suffix
=
true
,
instant_resolve
=
true
,
...
...
@@ -670,7 +734,7 @@ newEntity{
return
(
"Cause enemies within radius 6 to bleed for #RED#%d#LAST# physical damage over 5 turns (1/turn)"
):
format
(
dam
)
end
,
shield_shrapnel
=
function
(
who
)
local
dam
=
math.floor
(
who
:
combatStatScale
(
who
:
combatPhysicalpower
(),
1
,
350
))
local
dam
=
math.max
(
15
,
math.floor
(
who
:
combatStatScale
(
who
:
combatPhysicalpower
(),
1
,
350
))
)
return
dam
end
,
fct
=
function
(
self
,
who
,
target
,
type
,
dam
,
eff
,
special
)
...
...
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