-- 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) target:setEffect(target.EFF_DAZED, 1, {}) 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, no_energy = true, require = psi_wil_20_2, action = function(self, t) self:setEffect(self.EFF_QUICKNESS, 10+self:getWil(10), {power=self:getTalentLevel(t) * 0.2}) return true end, info = function(self, t) local inc = self:getTalentLevel(t)*0.2 local percentinc = 100 * inc --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 = self.x, self.y 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 talent level five, you can batter through solid walls. You must have a spiked Kinetic Shield erected in order to not get smashed to a pulp when using this ability. Shattering charge automatically spikes your Kinetic Shield if available and not already spiked. If no such shield is available, you cannot use Shattering Charge.]]): format(range, 2*dam/3, dam) end, }