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Commit 04007eb7 authored by dg's avatar dg
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git-svn-id: http://svn.net-core.org/repos/t-engine4@1129 51575b47-30f0-44d4-a5cc-537603b46e54
parent 06a830c7
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......@@ -74,3 +74,4 @@ load("/data/talents/corruptions/plague.lua")
load("/data/talents/corruptions/reaving-combat.lua")
load("/data/talents/corruptions/bone.lua")
load("/data/talents/corruptions/curses.lua")
load("/data/talents/corruptions/hexes.lua")
-- ToME - Tales of Middle-Earth
-- Copyright (C) 2009, 2010 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 = "Pacification Hex",
type = {"corruption/hexes", 1},
require = corrs_req1,
points = 5,
cooldown = 20,
vim = 20,
range = 20,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target then return end
if target:checkHit(self:combatSpellpower(), target:combatSpellResist(), 0, 95, 15) then
target:setEffect(target.EFF_CURSE_DEFENSELESSNESS, 10, {power=self:combatTalentSpellDamage(t, 30, 60)})
end
end)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
return ([[Curses your target, decreasing its defense and saves by %d.
The defense and saves will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 10, 30))
end,
}
newTalent{
name = "Burning Hex",
type = {"corruption/hexes", 2},
require = corrs_req2,
points = 5,
cooldown = 20,
vim = 20,
range = 20,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target then return end
if target:checkHit(self:combatSpellpower(), target:combatSpellResist(), 0, 95, 15) then
target:setEffect(target.EFF_CURSE_IMPOTENCE, 10, {power=self:combatTalentSpellDamage(t, 10, 30)})
end
end)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
return ([[Curses your target, decreasing all damage done by %d%%.
The damage will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 10, 30))
end,
}
newTalent{
name = "Empathic Hex",
type = {"corruption/hexes", 3},
require = corrs_req3,
points = 5,
cooldown = 20,
vim = 20,
range = 20,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target then return end
if target:checkHit(self:combatSpellpower(), target:combatSpellResist(), 0, 95, 15) then
target:setEffect(target.EFF_CURSE_DEATH, 10, {src=self, dam=self:combatTalentSpellDamage(t, 10, 70)})
end
end)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
return ([[Curses your target, stopping any natural healing and dealing %0.2f darkness damage each turn.
The resistances will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 10, 70))
end,
}
newTalent{
name = "Domination Hex",
type = {"corruption/hexes", 4},
require = corrs_req4,
points = 5,
cooldown = 20,
vim = 20,
range = 20,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target then return end
if target:checkHit(self:combatSpellpower(), target:combatSpellResist(), 0, 95, 15) then
target:setEffect(target.EFF_CURSE_VULNERABILITY, 10, {power=self:combatTalentSpellDamage(t, 10, 60)})
end
end)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
return ([[Curses your target, decreasing all its resistances by %d%%.
The resistances will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 10, 60))
end,
}
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