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Commit 9c4d32a3 authored by DarkGod's avatar DarkGod
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2020 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 = "Call of the Mausoleum",
type = {"spell/master-of-flesh",1},
require = spells_req1,
points = 5,
fake_ressource = true,
mana = 5,
soul = function(self, t) return math.max(1, math.min(t.getNb(self, t), self:getSoul())) end,
cooldown = 14,
tactical = { ATTACK = 10 },
requires_target = true,
autolearn_talent = "T_SOUL_POOL",
range = 0,
minions_list = {
ghoul = {
type = "undead", subtype = "ghoul",
display = "z",
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
autolevel = "ghoul",
level_range = {1, nil}, exp_worth = 0,
ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
stats = { str=14, dex=12, mag=10, con=12 },
rank = 2,
size_category = 3,
infravision = 10,
resolvers.racial(),
resolvers.tmasteries{ ["technique/other"]=0.3, },
open_door = true,
blind_immune = 1,
see_invisible = 2,
undead = 1,
name = "ghoul", color=colors.TAN,
max_life = resolvers.rngavg(90,100),
combat_armor = 2, combat_def = 7,
resolvers.talents{
T_STUN={base=1, every=10, max=5},
T_BITE_POISON={base=1, every=10, max=5},
T_ROTTING_DISEASE={base=1, every=10, max=5},
},
ai_state = { talent_in=4, },
combat = { dam=resolvers.levelup(10, 1, 1), atk=resolvers.levelup(5, 1, 1), apr=3, dammod={str=0.6} },
ghoul_minion = "ghoul",
},
ghast = {
type = "undead", subtype = "ghoul",
display = "z",
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
level_range = {1, nil}, exp_worth = 0,
autolevel = "ghoul",
ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
stats = { str=14, dex=12, mag=10, con=12 },
rank = 2,
size_category = 3,
infravision = 10,
resolvers.racial(),
resolvers.tmasteries{ ["technique/other"]=0.3, },
open_door = true,
blind_immune = 1,
see_invisible = 2,
undead = 1,
name = "ghast", color=colors.UMBER,
max_life = resolvers.rngavg(90,100),
combat_armor = 2, combat_def = 7,
resolvers.talents{
T_STUN={base=1, every=10, max=5},
T_BITE_POISON={base=1, every=10, max=5},
T_ROTTING_DISEASE={base=1, every=10, max=5},
},
ai_state = { talent_in=4, },
combat = { dam=resolvers.levelup(10, 1, 1), atk=resolvers.levelup(5, 1, 1), apr=3, dammod={str=0.6} },
ghoul_minion = "ghast",
},
ghoulking = {
type = "undead", subtype = "ghoul",
display = "z",
body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
level_range = {1, nil}, exp_worth = 0,
autolevel = "ghoul",
ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_ghoul", },
stats = { str=14, dex=12, mag=10, con=12 },
rank = 2,
size_category = 3,
infravision = 10,
resolvers.racial(),
resolvers.tmasteries{ ["technique/other"]=0.3, },
open_door = true,
blind_immune = 1,
see_invisible = 2,
undead = 1,
name = "ghoulking", color={0,0,0},
max_life = resolvers.rngavg(90,100),
combat_armor = 3, combat_def = 10,
ai_state = { talent_in=2, ai_pause=20 },
rank = 3,
combat = { dam=resolvers.levelup(30, 1, 1.2), atk=resolvers.levelup(8, 1, 1), apr=4, dammod={str=0.6} },
resolvers.talents{
T_STUN={base=3, every=9, max=7},
T_BITE_POISON={base=3, every=9, max=7},
T_ROTTING_DISEASE={base=4, every=9, max=7},
T_DECREPITUDE_DISEASE={base=3, every=9, max=7},
T_WEAKNESS_DISEASE={base=3, every=9, max=7},
},
ghoul_minion = "ghoulking",
},
},
radius = function(self, t) return self:getTalentRadius(self:getTalentFromId(self.T_NECROTIC_AURA)) end,
target = function(self, t) return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t} end,
getNb = function(self, t, ignore) return math.max(1, math.floor(self:combatTalentScale(t, 1, 5))) end,
getEvery = function(self, t, ignore) return math.floor(self:combatTalentLimit(t, 10, 30, 15)) end,
getTurns = function(self, t, ignore) return math.floor(self:combatTalentScale(t, 5, 10)) end,
getLevel = function(self, t) return math.floor(self:combatScale(self:getTalentLevel(t), -6, 0.9, 2, 5)) end, -- -6 @ 1, +2 @ 5, +5 @ 8
on_pre_use = function(self, t) return self:getTalentLevel(t) >= 3 and self:getSoul() >= 1 end,
summonGhoul = function(self, t, possible_spots, def)
local pos = table.remove(possible_spots, 1)
if pos then
necroSetupSummon(self, def, pos.x, pos.y, lev, t:_getTurns(self), true)
self.__call_mausoleum_count = (self.__call_mausoleum_count or 0) + 1
if self.__call_mausoleum_count == 4 then
self.__call_mausoleum_count = 0
if self:getTalentLevel(t) >= 5 then
local pos = table.remove(possible_spots, 1)
if pos then necroSetupSummon(self, t.minions_list.ghoulking, pos.x, pos.y, lev, t:_getTurns(self), true) end
end
end
return true
end
return false
end,
callbackOnCombat = function(self, t, state)
if self.__call_mausoleum_active ~= state and state == true then
local tg = self:getTalentTarget(t)
local possible_spots = {}
self:project(tg, self.x, self.y, function(px, py)
if not game.level.map:checkAllEntities(px, py, "block_move") then
possible_spots[#possible_spots+1] = {x=px, y=py, dist=core.fov.distance(self.x, self.y, px, py)}
end
end)
if #possible_spots >= 1 then
table.sort(possible_spots, "dist")
t:_summonGhoul(self, possible_spots, t.minions_list.ghoul)
end
self.__call_mausoleum_turns = 0
end
self.__call_mausoleum_active = state
end,
callbackOnActBase = function(self, t)
if not self.__call_mausoleum_active then return end
self.__call_mausoleum_turns = self.__call_mausoleum_turns + 1
if self.__call_mausoleum_turns >= t:_getEvery(self) then
local tg = self:getTalentTarget(t)
local possible_spots = {}
self:project(tg, self.x, self.y, function(px, py)
if not game.level.map:checkAllEntities(px, py, "block_move") then
possible_spots[#possible_spots+1] = {x=px, y=py, dist=core.fov.distance(self.x, self.y, px, py)}
end
end)
if #possible_spots >= 1 then
table.sort(possible_spots, "dist")
t:_summonGhoul(self, possible_spots, t.minions_list.ghoul)
end
self.__call_mausoleum_turns = 0
end
end,
action = function(self, t)
if self:getTalentLevel(t) < 3 then return end
local nb = t:_getNb(self)
nb = math.min(nb, self:getSoul())
if nb < 1 then return end
local lev = t.getLevel(self, t)
local tg = self:getTalentTarget(t)
local possible_spots = {}
self:project(tg, self.x, self.y, function(px, py)
if not game.level.map:checkAllEntities(px, py, "block_move") then
possible_spots[#possible_spots+1] = {x=px, y=py, dist=core.fov.distance(self.x, self.y, px, py)}
end
end)
if #possible_spots == 0 then return end
table.sort(possible_spots, "dist")
local use_ressource = not self:attr("zero_resource_cost") and not self:attr("force_talent_ignore_ressources")
for i = 1, nb do
if t:_summonGhoul(self, possible_spots, t.minions_list.ghast) and use_ressource then
self:incSoul(-1)
end
end
if use_ressource then self:incMana(-util.getval(t.mana, self, t) * (100 + 2 * self:combatFatigue()) / 100) end
game:playSoundNear(self, "talents/spell_generic2")
return true
end,
info = function(self, t)
return ([[You control dead matter around you, lyring in the ground, decaying.
When you enter combat and every %d turns thereafter a ghoul of level %d automatically raises to fight for you.
At level 3 you can forcefully activate this spell to summon up to %d ghasts, as close as possible to your foes in range %d.
At level 5 every 4 summoned ghouls or ghasts a ghoulking is summoned for free.
Ghouls, ghasts and ghoulkings last for %d turns.
#GREY##{italic}#Ghoul minions come in larger numbers than skeleton minions but are generaly more frail and disposable.#{normal}#
]]):tformat(t:_getEvery(self), math.max(1, self.level + t:_getLevel(self)), t:_getNb(self), self:getTalentRadius(self, t), t:_getTurns(self))
end,
}
newTalent{
name = "Putrescent Liquefaction",
type = {"spell/master-of-flesh", 2},
require = spells_req2,
points = 5,
mode = "sustained",
mana = 20, -- This is NOT an error, this is a sustain but with an activation cost
soul = 1,
cooldown = 10,
tactical = { ATTACKAREA = {COLD=2, DARKNESS=2} },
requires_target = true,
target = function(self, t) return {type="ball", range=0, radius=self:getTalentRadius(t), talent=t} end,
getNb = function(self, t) return math.floor(self:combatTalentScale(t, 1, 4)) end,
getIncrease = function(self, t) return math.floor(self:combatTalentScale(t, 1, 2)) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 40, 400) / 5 end,
on_pre_use = function(self, t) return necroArmyStats(self).nb_ghoul > 0 end,
iconOverlay = function(self, t, p)
local val = p.dur
if val <= 0 then return "" end
return tostring(math.ceil(val)), "buff_font_small"
end,
endEffect = function(self, t, final)
local p = self:isTalentActive(t.id)
if not p then return end
game.level.map:removeEffect(p.effect)
if not final then
self:forceUseTalent(t.id, {ignore_energy=true})
end
end,
callbackOnChangeLevel = function(self, t, what)
local p = self:isTalentActive(t.id)
if not p then return end
if what ~= "leave" then return end
t:_endEffect(self)
end,
callbackOnActBase = function(self, t)
local p = self:isTalentActive(t.id)
if not p then return end
p.dur = p.dur - 1
if p.dur == 0 then
t:_endEffect(self)
end
end,
activate = function(self, t)
local list = {}
local stats = necroArmyStats(self)
for _, m in ipairs(stats.list) do if m.ghoul_minion then list[#list+1] = m end end
table.sort(list, function(a, b) return a.creation_turn < b.creation_turn end)
local dur = 0
for i = 1, t:_getNb(self) do
if #list == 0 then break end
local m = table.remove(list, 1)
m:die(self)
dur = dur + 3
end
if dur == 0 then return nil end
local ret = { dur = dur }
-- Add a lasting map effect
ret.effect = game.level.map:addEffect(self,
self.x, self.y, 10, -- Duration is fake, its handled by the sustain
DamageType.PUTRESCENT_LIQUEFACTION, t.getDamage(self, t),
3,
5, nil,
{type="icestorm", only_one=true},
function(e)
if e.src.dead then return end
e.x = e.src.x
e.y = e.src.y
e.duration = 10 -- Duration is fake, its handled by the sustain
return true
end,
false
)
return ret
end,
deactivate = function(self, t, p)
t:_endEffect(self, true)
return true
end,
info = function(self, t)
return ([[Shattering up to %d ghouls or ghasts you create a putrescent swirling cloud of radius %d that follows you around for 3 turns per dead ghoul. Oldest ghouls are prioritized for destruction.
Any ghoul or ghast dying or expiring within this cloud increases its duration by %d turn.
The cloud deals %0.2f frostdusk damage to any foes caught inside.
The damage is increased by your Spellpower.
]]):tformat(t:_getNb(self), self:getTalentRadius(t), t:_getIncrease(self), damDesc(self, DamageType.FROSTDUSK, t:_getDamage(self)))
end,
}
newTalent{
name = "Corpse Explosion",
type = {"spell/master-of-flesh",3},
require = spells_req3,
points = 5,
cooldown = 20,
mana = 30,
tactical = { ATTACKAREA = {COLD=2, DARKNESS=2} },
requires_target = true,
radius = 2,
getDur = function(self, t) return math.floor(self:combatTalentScale(t, 3, 8)) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 40, 200) end,
getDiseasePower = function(self, t) return self:combatTalentSpellDamage(t, 5, 28) end,
on_pre_use = function(self, t) local stats = necroArmyStats(self) return stats.nb_ghoul > 0 end,
action = function(self, t)
self:setEffect(self.EFF_CORPSE_EXPLOSION, t:_getDur(self), {damage=t:_getDamage(self), disease=t:_getDiseasePower(self), radius=self:getTalentRadius(t)})
game:playSoundNear(self, "talents/spell_generic2")
return true
end,
info = function(self, t)
return ([[Ghouls are nothing but mere tools to you, for %d turns you render them bloated with dark forces.
Anytime a ghoul or ghast is hit it will explode in a messy splash of gore, dealing %0.2f frostdusk damage to all foes in radius %d of it.
Any creature caught in the blast also receives a random disease that deals %0.2f blight damage over 6 turns and reduces on attribute by %d.
Only one ghoul may explode per turn. The one with the least time left to live is always the first to do so.
The damage and disease power is increased by your Spellpower.
]]):
tformat(t:_getDur(self), damDesc(self, DamageType.FROSTDUSK, t:_getDamage(self)), damDesc(self, DamageType.BLIGHT, t:_getDamage(self)), t:_getDiseasePower(self), self:getTalentRadius(t))
end,
}
newTalent{
name = "Discarded Refuse",
type = {"spell/master-of-flesh", 4},
require = spells_req4,
points = 5,
soul = function(self, t) return self:getTalentLevel(t) < 6 and 1 or 3 end,
mana = 50,
cooldown = 30,
tactical = { SPECIAL=10 },
getLife = function(self, t) return self:combatTalentScale(t, 30, 80) end,
range = 10,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
ai_outside_combat = true,
onAIGetTarget = function(self, t)
local targets = {}
for _, act in pairs(game.level.entities) do
if act.summoner == self and act.necrotic_minion and act.skeleton_minion and self:hasLOS(act.x, act.y) and core.fov.distance(self.x, self.y, act.x, act.y) <= self:getTalentRange(t) then
targets[#targets+1] = act
end end
if #targets == 0 then return nil end
local tgt = rng.table(targets)
return tgt.x, tgt.y, tgt
end,
on_pre_use = function(self, t) return necroArmyStats(self).nb_skeleton > 0 end,
action = function(self, t, p)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTargetLimited(tg)
if not x or not y or not target then return nil end
if not target.skeleton_minion or target.summoner ~= self then return nil end
local stats = necroArmyStats(self)
if stats.lord_of_skulls then stats.lord_of_skulls:removeEffect(stats.lord_of_skulls.EFF_LORD_OF_SKULLS, false, true) end
target:setEffect(target.EFF_LORD_OF_SKULLS, 1, {life=t:_getLife(self), talents=self:getTalentLevel(t) >= 6})
return true
end,
info = function(self, t)
return ([[Consume a soul to empower one of your skeleton, making it into a Lord of Skulls.
The Lord of Skulls gain %d%% more life, is instantly healed to full.
There can be only one active Lord of Skulls, casting this spell on an other skeleton removes the effect from the current one.
At level 6 it also gains a new talent:
- Warriors learn Giant Leap, a powerful jump attack that deals damage and dazes and impact and frees the skeleton from any stun, daze and pin effects they may have
- Archers learn Vital Shot, a devastating attack that can stun and cripple their foes
- Mages learn Meteoric Crash, a destructive spell that crushes and burns foes in a big radius for multiple turns
]]):
tformat(t:_getLife(self))
end,
}
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