damage_types.lua 147 KB
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2016 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

local print = print
if not config.settings.cheat then print = function() end end

function DamageType.initState(state)
	if state == nil then return {}
	elseif state == true or state == false then return {}
	else return state end
end

-- Loads the implicit crit if one has not been passed.
function DamageType.useImplicitCrit(src, state)
	if state.crit_set then return end
	state.crit_set = true
	if not src.turn_procs then
		state.crit_type = false
		state.crit_power = 1
	else
		state.crit_type = src.turn_procs.is_crit
		state.crit_power = src.turn_procs.crit_power or 1
		src.turn_procs.is_crit = nil
		src.turn_procs.crit_power = nil
	end
end

local useImplicitCrit = DamageType.useImplicitCrit
local initState = DamageType.initState

-- The basic stuff used to damage a grid
setDefaultProjector(function(src, x, y, type, dam, state)
	if not game.level.map:isBound(x, y) then return 0 end

	-- Manage crits.
	state = initState(state)
	useImplicitCrit(src, state)
	local crit_type = state.crit_type
	local crit_power = state.crit_power

	local add_dam = 0
	if src:attr("all_damage_convert") and src:attr("all_damage_convert_percent") and src.all_damage_convert ~= type then
		local ndam = dam * src.all_damage_convert_percent / 100
		dam = dam - ndam
		local nt = src.all_damage_convert
		src.all_damage_convert = nil
		add_dam = DamageType:get(nt).projector(src, x, y, nt, ndam, state)
		src.all_damage_convert = nt
		if dam <= 0 then return add_dam end
	end

	if src:attr("elemental_mastery") then
		local ndam = dam * src.elemental_mastery
		local old = src.elemental_mastery
		src.elemental_mastery = nil
		dam = 0
		dam = dam + DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, ndam, state)
		dam = dam + DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, ndam, state)
		dam = dam + DamageType:get(DamageType.LIGHTNING).projector(src, x, y, DamageType.LIGHTNING, ndam, state)
		dam = dam + DamageType:get(DamageType.ARCANE).projector(src, x, y, DamageType.ARCANE, ndam, state)
		src.elemental_mastery = old
		return dam
	end

	if src:attr("twilight_mastery") then
		local ndam = dam * src.twilight_mastery
		local old = src.twilight_mastery
		src.twilight_mastery = nil
		dam = 0
		dam = dam + DamageType:get(DamageType.LIGHT).projector(src, x, y, DamageType.LIGHT, ndam, state)
		dam = dam + DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, ndam, state)
		src.twilight_mastery = old
		return dam
	end

	local terrain = game.level.map(x, y, Map.TERRAIN)
	if terrain then terrain:check("damage_project", src, x, y, type, dam) end

	local target = game.level.map(x, y, Map.ACTOR)
	if target then
		local rsrc = src.resolveSource and src:resolveSource() or src
		local rtarget = target.resolveSource and target:resolveSource() or target

		print("[PROJECTOR] starting dam", dam)

		local ignore_direct_crits = target:attr 'ignore_direct_crits'
		if crit_power > 1 and ignore_direct_crits and rng.percent(ignore_direct_crits) then
			dam = dam / crit_power
			crit_power = 1
			print("[PROJECTOR] crit power reduce dam", dam)
			game.logSeen(target, "%s shrugs off the critical damage!", target.name:capitalize())
		elseif src.turn_procs and crit_power > 1 and src.turn_procs.shadowstrike_crit and src.x then
			local d = core.fov.distance(src.x, src.y, x, y)
			if d > 3 then
				local reduc = math.scale(d, 3, 10, 0, 1)
				dam = dam * (crit_power - reduc * src.turn_procs.shadowstrike_crit) / crit_power
				print("[PROJECTOR] shadowstrike crit power reduce dam on range", dam, d, reduc, "::", crit_power, "=>", crit_power - reduc * src.turn_procs.shadowstrike_crit)
				crit_power = crit_power - reduc * src.turn_procs.shadowstrike_crit
			end
		end

		local hd = {"DamageProjector:base", src=src, x=x, y=y, type=type, dam=dam, state=state}
		if src:triggerHook(hd) then dam = hd.dam if hd.stopped then return hd.stopped end end

		-- Difficulty settings
		if game.difficulty == game.DIFFICULTY_EASY and rtarget.player then
			dam = dam * 0.7
		end
		print("[PROJECTOR] after difficulty dam", dam)

		if src.__global_accuracy_damage_bonus then
			dam = dam * src.__global_accuracy_damage_bonus
			print("[PROJECTOR] after staff accuracy damage bonus", dam)
		end

		-- Daze
		if src:attr("dazed") then
			dam = dam * 0.5
		end

		if src:attr("stunned") then
			dam = dam * 0.4
			print("[PROJECTOR] stunned dam", dam)
		end
		if src:attr("invisible_damage_penalty") then
			dam = dam * util.bound(1 - (src.invisible_damage_penalty / (src.invisible_damage_penalty_divisor or 1)), 0, 1)
			print("[PROJECTOR] invisible dam", dam)
		end
		if src:attr("numbed") then
			dam = dam - dam * src:attr("numbed") / 100
			print("[PROJECTOR] numbed dam", dam)
		end
		if src:attr("generic_damage_penalty") then
			dam = dam - dam * math.min(100, src:attr("generic_damage_penalty")) / 100
			print("[PROJECTOR] generic dam", dam)
		end

		-- Preemptive shielding
		if target.isTalentActive and target:isTalentActive(target.T_PREMONITION) then
			local t = target:getTalentFromId(target.T_PREMONITION)
			t.on_damage(target, t, type)
		end

		local lastdam = dam
		-- Item-granted damage ward talent
		if target:hasEffect(target.EFF_WARD) then
			local e = target.tempeffect_def[target.EFF_WARD]
			dam = e.absorb(type, dam, target.tmp[target.EFF_WARD], target, src)
			if dam ~= lastdam then
				game:delayedLogDamage(src, target, 0, ("%s(%d warded)#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", lastdam-dam), false)
			end
		end

		-- Block talent from shields
		if dam > 0 and target:attr("block") then
			local e = target.tempeffect_def[target.EFF_BLOCKING]
			lastdam = dam
			dam = e.do_block(type, dam, target.tmp[target.EFF_BLOCKING], target, src)
			if lastdam - dam > 0 then game:delayedLogDamage(src, target, 0, ("%s(%d blocked)#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", lastdam-dam), false) end
		end
		if dam > 0 and target.isTalentActive and target:isTalentActive(target.T_FORGE_SHIELD) then
			local t = target:getTalentFromId(target.T_FORGE_SHIELD)
			lastdam = dam
			dam = t.doForgeShield(type, dam, t, target, src)
			if lastdam - dam > 0 then game:delayedLogDamage(src, target, 0, ("%s(%d blocked)#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", lastdam-dam), false) end
		end

		-- Increases damage
		local mind_linked = false
		local inc = 0
		if src.inc_damage then
			if src.combatGetDamageIncrease then inc = src:combatGetDamageIncrease(type)
			else inc = (src.inc_damage.all or 0) + (src.inc_damage[type] or 0) end
			if src.getVim and src:attr("demonblood_dam") then inc = inc + ((src.demonblood_dam or 0) * (src:getVim() or 0)) end
		end

		-- Increases damage for the entity type (Demon, Undead, etc)
		if target.type and src and src.inc_damage_actor_type then
			local increase = 0
			for k, v in pairs(src.inc_damage_actor_type) do
				if target:checkClassification(tostring(k)) then increase = math.max(increase, v) end
			end
			if increase and increase~= 0 then
				print("[PROJECTOR] before inc_damage_actor_type", dam + (dam * inc / 100))
				inc = inc + increase
				print("[PROJECTOR] after inc_damage_actor_type", dam + (dam * inc / 100))
			end
		end

		-- Increases damage to sleeping targets
		if target:attr("sleep") and src.attr and src:attr("night_terror") then
			inc = inc + src:attr("night_terror")
			print("[PROJECTOR] after night_terror", dam + (dam * inc / 100))
		end
		-- Increases damage to targets with Insomnia
		if src.attr and src:attr("lucid_dreamer") and target:hasEffect(target.EFF_INSOMNIA) then
			inc = inc + src:attr("lucid_dreamer")
			print("[PROJECTOR] after lucid_dreamer", dam + (dam * inc / 100))
		end
		-- Mind Link
		if type == DamageType.MIND and target:hasEffect(target.EFF_MIND_LINK_TARGET) then
			local eff = target:hasEffect(target.EFF_MIND_LINK_TARGET)
			if eff.src == src or eff.src == src.summoner then
				mind_linked = true
				inc = inc + eff.power
				print("[PROJECTOR] after mind_link", dam + (dam * inc / 100))
			end
		end

		-- Rigor mortis
		if src.necrotic_minion and target:attr("inc_necrotic_minions") then
			inc = inc + target:attr("inc_necrotic_minions")
			print("[PROJECTOR] after necrotic increase dam", dam + (dam * inc) / 100)
		end
		
		-- dark vision increases damage done in creeping dark
		if src and src ~= target and game.level.map:checkAllEntities(x, y, "creepingDark") then
			local dark = game.level.map:checkAllEntities(x, y, "creepingDark")
			if dark.summoner == src and dark.damageIncrease > 0 and not dark.projecting then
				local source = src.__project_source or src
				inc = inc + dark.damageIncrease
				game:delayedLogMessage(source, target, "dark_strike"..(source.uid or ""), "#Source# strikes #Target# in the darkness (%+d%%%%%%%% damage).", dark.damageIncrease) -- resolve %% 3 levels deep
			end
		end

		if dam > 0 and src and src.__is_actor and src:knowTalent(src.T_BACKSTAB) and src.__CLASSNAME ~= "mod.class.Grid" then
			local power = src:callTalent("T_BACKSTAB", "getDamageBoost")
			local nb = 0
			for eff_id, p in pairs(target.tmp) do
				local e = target.tempeffect_def[eff_id]
				if (e.subtype.stun or e.subtype.blind or e.subtype.pin or e.subtype.disarm or e.subtype.cripple or e.subtype.confusion or e.subtype.silence)then nb = nb + 1 end
			end
			if nb > 0 then			
				local boost = math.min(power*nb, power*3)
				inc = inc + boost
				print("[PROJECTOR] after backstab", dam + (dam * inc / 100))
			end
		end
		
		dam = dam + (dam * inc / 100)

		-- Blast the iceblock
		if src.attr and src:attr("encased_in_ice") then
			local eff = src:hasEffect(src.EFF_FROZEN)
			eff.hp = eff.hp - dam
			local srcname = src.x and src.y and game.level.map.seens(src.x, src.y) and src.name:capitalize() or "Something"
			if eff.hp < 0 and not eff.begone then
				game.logSeen(src, "%s forces the iceblock to shatter.", src.name:capitalize())
				game:onTickEnd(function() src:removeEffect(src.EFF_FROZEN) end)
				eff.begone = game.turn
			else
				game:delayedLogDamage(src, eff.ice, dam, ("%s%d %s#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", math.ceil(dam), DamageType:get(type).name))
				if eff.begone and eff.begone < game.turn and eff.hp < 0 then
					game.logSeen(src, "%s forces the iceblock to shatter.", src.name:capitalize())
					src:removeEffect(src.EFF_FROZEN)
				end
			end
			return 0 + add_dam
		end

		--target.T_STONE_FORTRESS could be checked/applied here (ReduceDamage function in Dwarven Fortress talent)

		-- affinity healing, we store it to apply it after damage is resolved
		local affinity_heal = 0
		if target.damage_affinity then
			affinity_heal = math.max(0, dam * ((target.damage_affinity.all or 0) + (target.damage_affinity[type] or 0)) / 100)
		end

		-- reduce by resistance to entity type (Demon, Undead, etc)
		-- Summoned, Unnatural, Unliving still go into this table, we just parse them differently in checkClassification
		if target.resists_actor_type and src and src.type then
			local res = 0

			for k, v in pairs(target.resists_actor_type) do
				if src:checkClassification(tostring(k)) then res = math.max(res, v) end
			end

			res = math.min(res, target.resists_cap_actor_type or 90)

			if res ~= 0 then
				print("[PROJECTOR] before entity", src.type, "resists dam", dam)
				if res >= 100 then dam = 0
				elseif res <= -100 then dam = dam * 2
				else dam = dam * ((100 - res) / 100)
				end
				print("[PROJECTOR] after entity", src.type, "resists dam", dam)
			end
		end

		-- Reduce damage with resistance
		if target.resists then
			local pen = 0
			if src.combatGetResistPen then pen = src:combatGetResistPen(type)
			elseif src.resists_pen then pen = (src.resists_pen.all or 0) + (src.resists_pen[type] or 0)
			end
			local dominated = target:hasEffect(target.EFF_DOMINATED)
			if dominated and dominated.src == src then pen = pen + (dominated.resistPenetration or 0) end
			local exposed = target:hasEffect(target.EFF_EXPOSE_WEAKNESS)
			if exposed then pen = pen + 50 end
			if target:attr("sleep") and src.attr and src:attr("night_terror") then pen = pen + src:attr("night_terror") end
			local res = target:combatGetResist(type)
			pen = util.bound(pen, 0, 100)
			if res > 0 then	res = res * (100 - pen) / 100 end
			print("[PROJECTOR] res", res, (100 - res) / 100, " on dam", dam)
			if res >= 100 then dam = 0
			elseif res <= -100 then dam = dam * 2
			else dam = dam * ((100 - res) / 100)
			end
		end
		print("[PROJECTOR] after resists dam", dam)

		-- Reduce damage with resistance against self
		if src == target and target.resists_self then
			local res = (target.resists_self[type] or 0) + (target.resists_self.all or 0)
			print("[PROJECTOR] res", res, (100 - res) / 100, " on dam", dam)
			if res >= 100 then dam = 0
			elseif res <= -100 then dam = dam * 2
			else dam = dam * ((100 - res) / 100)
			end
			print("[PROJECTOR] after self-resists dam", dam)
		end

		local initial_dam = dam
		lastdam = dam
		-- Static reduce damage for psionic kinetic shield
		if target.isTalentActive and target:isTalentActive(target.T_KINETIC_SHIELD) then
			local t = target:getTalentFromId(target.T_KINETIC_SHIELD)
			dam = t.ks_on_damage(target, t, type, dam)
		end
		-- Static reduce damage for psionic thermal shield
		if target.isTalentActive and target:isTalentActive(target.T_THERMAL_SHIELD) then
			local t = target:getTalentFromId(target.T_THERMAL_SHIELD)
			dam = t.ts_on_damage(target, t, type, dam)
		end
		-- Static reduce damage for psionic charged shield
		if target.isTalentActive and target:isTalentActive(target.T_CHARGED_SHIELD) then
			local t = target:getTalentFromId(target.T_CHARGED_SHIELD)
			dam = t.cs_on_damage(target, t, type, dam)
		end
		if dam ~= lastdam then
			game:delayedLogDamage(src, target, 0, ("%s(%d to psi shield)#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", lastdam-dam), false)
		end

		--Vim based defence
		if target:attr("demonblood_def") and target.getVim then
			local demon_block = math.min(dam*0.5,target.demonblood_def*(target:getVim() or 0))
			dam= dam - demon_block
			target:incVim((-demon_block)/20)
		end

		-- Static reduce damage
		if dam > 0 and target.isTalentActive and target:isTalentActive(target.T_ANTIMAGIC_SHIELD) then
			local t = target:getTalentFromId(target.T_ANTIMAGIC_SHIELD)
			lastdam = dam
			dam = t.on_damage(target, t, type, dam)
			if lastdam - dam  > 0 then game:delayedLogDamage(src, target, 0, ("%s(%d antimagic)#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", lastdam - dam), false) end
		end

		-- Flat damage reduction ("armour")
		if dam > 0 and target.flat_damage_armor then
			local dec = math.min(dam, target:combatGetFlatResist(type))
			if dec > 0 then game:delayedLogDamage(src, target, 0, ("%s(%d resist armour)#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dec), false) end
			dam = math.max(0, dam - dec)
			print("[PROJECTOR] after flat damage armor", dam)
		end

		-- roll with it damage reduction
		if type == DamageType.PHYSICAL and target:knowTalent(target.T_ROLL_WITH_IT) and not target:attr("never_move") then
			dam = dam * target:callTalent(target.T_ROLL_WITH_IT, "getMult")
			print("[PROJECTOR] after Roll With It dam", dam)
		end

		if target:attr("resist_unseen") and not target:canSee(src) then
			dam = dam * (1 - math.min(target.resist_unseen,100)/100)
		end

		-- Sanctuary: reduces damage if it comes from outside of Gloom
		if target.isTalentActive and target:isTalentActive(target.T_GLOOM) and target:knowTalent(target.T_SANCTUARY) then
			if state and state.sanctuaryDamageChange then
				-- projectile was targeted outside of gloom
				dam = dam * (100 + state.sanctuaryDamageChange) / 100
				print("[PROJECTOR] Sanctuary (projectile) dam", dam)
			elseif src and src.x and src.y then
				-- assume instantaneous projection and check range to source
				local t = target:getTalentFromId(target.T_GLOOM)
				if core.fov.distance(target.x, target.y, src.x, src.y) > target:getTalentRange(t) then
					t = target:getTalentFromId(target.T_SANCTUARY)
					dam = dam * (100 + t.getDamageChange(target, t)) / 100
					print("[PROJECTOR] Sanctuary (source) dam", dam)
				end
			end
		end

		-- Chant of Fortress, reduces damage from attackers over range 2
		if target.isTalentActive and target:isTalentActive(target.T_CHANT_OF_FORTRESS) and target:knowTalent(target.T_CHANT_OF_FORTRESS) then
			if src and src.x and src.y then
				-- assume instantaneous projection and check range to source
				local t = target:getTalentFromId(target.T_CHANT_OF_FORTRESS)
				if core.fov.distance(target.x, target.y, src.x, src.y) > 2 then
					t = target:getTalentFromId(target.T_CHANT_OF_FORTRESS)
					dam = dam * (100 + t.getDamageChange(target, t)) / 100
					print("[PROJECTOR] Chant of Fortress (source) dam", dam)
				end
			end
		end

		-- Psychic Projection
		if src.attr and src:attr("is_psychic_projection") and not game.zone.is_dream_scape then
			if (target.subtype and target.subtype == "ghost") or mind_linked then
				dam = dam
			else
				dam = 0
			end
		end

		if src.necrotic_minion_be_nice and src.summoner == target then
			dam = dam * (1 - src.necrotic_minion_be_nice)
		end

		-- Curse of Misfortune: Unfortunate End (chance to increase damage enough to kill)
		if src and src.hasEffect and src:hasEffect(src.EFF_CURSE_OF_MISFORTUNE) then
			local eff = src:hasEffect(src.EFF_CURSE_OF_MISFORTUNE)
			local def = src.tempeffect_def[src.EFF_CURSE_OF_MISFORTUNE]
			dam = def.doUnfortunateEnd(src, eff, target, dam)
		end

		if src:attr("crushing_blow") and (dam * (1.25 + (src.combat_critical_power or 0)/200)) > target.life then
			dam = dam * (1.25 + (src.combat_critical_power or 0)/200)
			game.logPlayer(src, "You end your target with a crushing blow!")
		end

		print("[PROJECTOR] final dam after static checks", dam)

		local hd = {"DamageProjector:final", src=src, x=x, y=y, type=type, dam=dam, state=state}
		if src:triggerHook(hd) then dam = hd.dam if hd.stopped then return hd.stopped end end
		if target.iterCallbacks then
			for cb in target:iterCallbacks("callbackOnTakeDamage") do
				local ret = cb(src, x, y, type, dam, state)
				if ret then
					if ret.dam then dam = ret.dam end
					if ret.stopped then return ret.stopped end
				end
			end
		end
		
		if target.resists and target.resists.absolute then -- absolute resistance (from Terrasca)
			dam = dam * ((100 - math.min(target.resists_cap.absolute or 70, target.resists.absolute)) / 100)
			print("[PROJECTOR] after absolute resistance dam", dam)
		end

		print("[PROJECTOR] final dam after hooks and callbacks", dam)

		local source_talent = src.__projecting_for and src.__projecting_for.project_type and (src.__projecting_for.project_type.talent_id or src.__projecting_for.project_type.talent) and src.getTalentFromId and src:getTalentFromId(src.__projecting_for.project_type.talent or src.__projecting_for.project_type.talent_id)
		local dead
		dead, dam = target:takeHit(dam, src, {damtype=type, source_talent=source_talent, initial_dam=initial_dam})

		-- Log damage for later
		if not DamageType:get(type).hideMessage then
			local visible, srcSeen, tgtSeen = game:logVisible(src, target)
			if visible then -- don't log damage that the player doesn't know about
				if crit_power > 1 then
					game:delayedLogDamage(src, target, dam, ("#{bold}#%s%d %s#{normal}##LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam, DamageType:get(type).name), true)
				else
					game:delayedLogDamage(src, target, dam, ("%s%d %s#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam, DamageType:get(type).name), false)
				end
			end
		end

		if dam > 0 and src.attr and src:attr("martyrdom") and not state.no_reflect then
			game:delayedLogMessage(src, target, "martyrdom", "#CRIMSON##Source# damages %s through Martyrdom!", string.his_her_self(src))
			state.no_reflect = true
			DamageType.defaultProjector(target, src.x, src.y, type, dam * src.martyrdom / 100, state)
			state.no_reflect = nil
		end
		if target.attr and target:attr("reflect_damage") and not state.no_reflect and src.x and src.y then
			game:delayedLogMessage(target, src, "reflect_damage"..(src.uid or ""), "#CRIMSON##Source# reflects damage back to #Target#!")
			state.no_reflect = true
			DamageType.defaultProjector(target, src.x, src.y, type, dam * target.reflect_damage / 100, state)
			state.no_reflect = nil
		end
		-- Braided damage
		if dam > 0 and target:hasEffect(target.EFF_BRAIDED) then
			game:onTickEnd(function()target:callEffect(target.EFF_BRAIDED, "doBraid", dam)end)
		end

		if target.knowTalent and target:knowTalent(target.T_RESOLVE) then local t = target:getTalentFromId(target.T_RESOLVE) t.on_absorb(target, t, type, dam) end

		if target ~= src and target.attr and target:attr("damage_resonance") and not target:hasEffect(target.EFF_RESONANCE) then
			target:setEffect(target.EFF_RESONANCE, 5, {damtype=type, dam=target:attr("damage_resonance")})
		end

		if not target.dead and dam > 0 and type == DamageType.MIND and src and src.knowTalent and src:knowTalent(src.T_MADNESS) then
			local t = src:getTalentFromId(src.T_MADNESS)
			t.doMadness(target, t, src)
		end

		-- Curse of Nightmares: Nightmare
		if not target.dead and dam > 0 and src and target.hasEffect and target:hasEffect(src.EFF_CURSE_OF_NIGHTMARES) then
			local eff = target:hasEffect(target.EFF_CURSE_OF_NIGHTMARES)
			eff.isHit = true -- handle at the end of the turn
		end

		if not target.dead and dam > 0 and target:attr("elemental_harmony") and not target:hasEffect(target.EFF_ELEMENTAL_HARMONY) then
			if type == DamageType.FIRE or type == DamageType.COLD or type == DamageType.LIGHTNING or type == DamageType.ACID or type == DamageType.NATURE then
				target:setEffect(target.EFF_ELEMENTAL_HARMONY, target:callTalent(target.T_ELEMENTAL_HARMONY, "duration"), {power=target:attr("elemental_harmony"), type=type, no_ct_effect=true})
			end
		end

		if not target.dead and dam > 0 and src.knowTalent and src:knowTalent(src.T_ENDLESS_WOES) then
			src:triggerTalent(src.T_ENDLESS_WOES, nil, target, type, dam)
		end

		-- damage affinity healing
		if not target.dead and affinity_heal > 0 then
			target:heal(affinity_heal, src)
			game:delayedLogMessage(target, nil, "Affinity"..type, "#Source##LIGHT_GREEN# HEALS#LAST# from "..(DamageType:get(type).text_color or "#aaaaaa#")..DamageType:get(type).name.."#LAST# damage!")
		end

		if dam > 0 and src.damage_log and src.damage_log.weapon then
			src.damage_log[type] = (src.damage_log[type] or 0) + dam
			if src.turn_procs and src.turn_procs.weapon_type then
				src.damage_log.weapon[src.turn_procs.weapon_type.kind] = (src.damage_log.weapon[src.turn_procs.weapon_type.kind] or 0) + dam
				src.damage_log.weapon[src.turn_procs.weapon_type.mode] = (src.damage_log.weapon[src.turn_procs.weapon_type.mode] or 0) + dam
			end
		end

		if dam > 0 and target.damage_intake_log and target.damage_intake_log.weapon then
			target.damage_intake_log[type] = (target.damage_intake_log[type] or 0) + dam
			if src.turn_procs and src.turn_procs.weapon_type then
				target.damage_intake_log.weapon[src.turn_procs.weapon_type.kind] = (target.damage_intake_log.weapon[src.turn_procs.weapon_type.kind] or 0) + dam
				target.damage_intake_log.weapon[src.turn_procs.weapon_type.mode] = (target.damage_intake_log.weapon[src.turn_procs.weapon_type.mode] or 0) + dam
			end
		end

		if dam > 0 and source_talent then
			local t = source_talent

			local spellshock = src:attr("spellshock_on_damage")
			if spellshock and t.is_spell and target:checkHit(src:combatSpellpower(1, spellshock), target:combatSpellResist(), 0, 95, 15) and not target:hasEffect(target.EFF_SPELLSHOCKED) then
				target:crossTierEffect(target.EFF_SPELLSHOCKED, src:combatSpellpower(1, spellshock))
			end

			if src.__projecting_for then
				if src.talent_on_spell and next(src.talent_on_spell) and t.is_spell and not src.turn_procs.spell_talent then
					for id, d in pairs(src.talent_on_spell) do
						if rng.percent(d.chance) and t.id ~= d.talent then
							src.turn_procs.spell_talent = true
							local old = src.__projecting_for
							src:forceUseTalent(d.talent, {ignore_cd=true, ignore_energy=true, force_target=target, force_level=d.level, ignore_ressources=true})
							src.__projecting_for = old
						end
					end
				end

				if src.talent_on_wild_gift and next(src.talent_on_wild_gift) and t.is_nature and not src.turn_procs.wild_gift_talent then
					for id, d in pairs(src.talent_on_wild_gift) do
						if rng.percent(d.chance) and t.id ~= d.talent then
							src.turn_procs.wild_gift_talent = true
							local old = src.__projecting_for
							src:forceUseTalent(d.talent, {ignore_cd=true, ignore_energy=true, force_target=target, force_level=d.level, ignore_ressources=true})
							src.__projecting_for = old
						end
					end
				end

				if src.talent_on_mind and next(src.talent_on_mind) and t.is_mind and not src.turn_procs.mind_talent then
					for id, d in pairs(src.talent_on_mind) do
						if rng.percent(d.chance) and t.id ~= d.talent then
							src.turn_procs.mind_talent = true
							local old = src.__projecting_for
							src:forceUseTalent(d.talent, {ignore_cd=true, ignore_energy=true, force_target=target, force_level=d.level, ignore_ressources=true})
							src.__projecting_for = old
						end
					end
				end

				if not target.dead and (t.is_spell or t.is_mind) and not src.turn_procs.meteoric_crash and src.knowTalent and src:knowTalent(src.T_METEORIC_CRASH) then
					src.turn_procs.meteoric_crash = true
					src:triggerTalent(src.T_METEORIC_CRASH, nil, target)
				end

				if not target.dead and t.is_spell and target.knowTalent then
					if target:knowTalent(target.T_SPELL_FEEDBACK) then
						target:triggerTalent(target.T_SPELL_FEEDBACK, nil, src, t)
					end
					if target:knowTalent(target.T_NATURE_S_DEFIANCE) then
						target:triggerTalent(target.T_NATURE_S_DEFIANCE, nil, src, t)
					end
				end
				if t.is_spell and src.knowTalent and src:knowTalent(src.T_BORN_INTO_MAGIC) then
					src:triggerTalent(target.T_BORN_INTO_MAGIC, nil, type)
				end

				if not target.dead and src.isTalentActive and src:isTalentActive(src.T_UNSTOPPABLE_NATURE) and t.is_nature and not src.turn_procs.unstoppable_nature then
					src:callTalent(src.T_UNSTOPPABLE_NATURE, "freespit", target)
					src.turn_procs.unstoppable_nature = true
				end
			end
		end

		-- Use state, because we don't care if it was shrugged off.
		if state.crit_power > 1 and not state.crit_elemental_surge then
			if src.knowTalent and src:knowTalent(src.T_ELEMENTAL_SURGE) then
				src:triggerTalent(src.T_ELEMENTAL_SURGE, nil, target, type, dam)
			end

			state.crit_elemental_surge = true
		end

		if src.turn_procs and not src.turn_procs.dazing_damage and src.hasEffect and src:hasEffect(src.EFF_DAZING_DAMAGE) then
			if target:canBe("stun") then
				local power = math.max(src:combatSpellpower(), src:combatMindpower(), src:combatPhysicalpower())
				target:setEffect(target.EFF_DAZED, 2, {})
			end
			src:removeEffect(src.EFF_DAZING_DAMAGE)
			src.turn_procs.dazing_damage = true
		end

		if src.turn_procs and not src.turn_procs.blighted_soil and src:attr("blighted_soil") and rng.percent(src:attr("blighted_soil")) then
			local tid = rng.table{src.EFF_ROTTING_DISEASE, src.EFF_DECREPITUDE_DISEASE, src.EFF_DECREPITUDE_DISEASE}
			if not target:hasEffect(tid) then
				local l = game.zone:level_adjust_level(game.level, game.zone, "object")
				local p = math.ceil(4 + l / 2)
				target:setEffect(tid, 8, {str=p, con=p, dex=p, dam=5 + l / 2, src=src})
				src.turn_procs.blighted_soil = true
			end
		end

		return dam + add_dam
	end
	return 0 + add_dam
end)

local function tryDestroy(who, inven, dam, destroy_prop, proof_prop, msg)
	do return end -- Disabled for now
	if not inven then return end

	local reduction = 1

	for i = #inven, 1, -1 do
		local o = inven[i]
		if o[destroy_prop] and not o[proof_prop] then
			for j, test in ipairs(o[destroy_prop]) do
				if dam >= test[1] and rng.percent(test[2] * reduction) then
					game.logPlayer(who, msg, o:getName{do_color=true, no_count=true})
					local obj = who:removeObject(inven, i)
					obj:removed()
					break
				end
			end
		end
	end
end

newDamageType{
	name = "cosmetic", type = "COSMETIC", text_color = "#WHITE#",
	projector = function(src, x, y, type, dam)
	end,
	death_message = {"cosmeticed"},
}

newDamageType{
	name = "physical", type = "PHYSICAL",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		
		local target = game.level.map(x, y, Map.ACTOR)
		if target and src.isTalentActive and src:isTalentActive(src.T_DISINTEGRATION) then
			src:callTalent(src.T_DISINTEGRATION, "doStrip", target, type)
		end
		
		return realdam
	end,
	death_message = {"battered", "bludgeoned", "sliced", "maimed", "raked", "bled", "impaled", "dissected", "disembowelled", "decapitated", "stabbed", "pierced", "torn limb from limb", "crushed", "shattered", "smashed", "cleaved", "swiped", "struck", "mutilated", "tortured", "skewered", "squished", "mauled", "chopped into tiny pieces", "splattered", "ground", "minced", "punctured", "hacked apart", "eviscerated"},
}

-- Arcane is basic (usually) unresistable damage
newDamageType{
	name = "arcane", type = "ARCANE", text_color = "#PURPLE#",
	antimagic_resolve = true,
	death_message = {"blasted", "energised", "mana-torn", "dweomered", "imploded"},
}
-- The elemental damages
newDamageType{
	name = "fire", type = "FIRE", text_color = "#LIGHT_RED#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if src.fire_convert_to then
			if src.fire_convert_to[2] >= 100 then
				return DamageType:get(src.fire_convert_to[1]).projector(src, x, y, src.fire_convert_to[1], dam * src.fire_convert_to[2] / 100, state)
			else
				local old = src.fire_convert_to
				src.fire_convert_to = nil
				dam = DamageType:get(old[1]).projector(src, x, y, old[1], dam * old[2] / 100, state) +
				       DamageType:get(type).projector(src, x, y, type, dam * (100 - old[2]) / 100, state)
				src.fire_convert_to = old
				return dam
			end
		end
		local a = game.level.map(x, y, Map.ACTOR)
		local acheive = a and src.player and not a.training_dummy and a ~= src
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		if realdam > 0 and acheive then
			world:gainAchievement("PYROMANCER", src, realdam)
		end
		return realdam
	end,
	death_message = {"burnt", "scorched", "blazed", "roasted", "flamed", "fried", "combusted", "toasted", "slowly cooked", "boiled"},
}
newDamageType{
	name = "cold", type = "COLD", text_color = "#1133F3#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local a = game.level.map(x, y, Map.ACTOR)
		local acheive = a and src.player and not a.training_dummy and a ~= src
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		if realdam > 0 and acheive then
			world:gainAchievement("CRYOMANCER", src, realdam)
		end
		if realdam > 0 and src:attr("cold_freezes") and rng.percent(src.cold_freezes) then
			DamageType:get(DamageType.FREEZE).projector(src, x, y, DamageType.FREEZE, {dur=2, hp=70+dam*1.5})
		end
		return realdam
	end,
	death_message = {"frozen", "chilled", "iced", "cooled", "frozen and shattered into a million little shards"},
}
newDamageType{
	name = "lightning", type = "LIGHTNING", text_color = "#ROYAL_BLUE#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		if realdam > 0 and src:attr("lightning_brainlocks") then
			local target = game.level.map(x, y, Map.ACTOR)
			if target and realdam > target.max_life / 10 then
				target:crossTierEffect(target.EFF_BRAINLOCKED, src:combatMindpower())
			end
		end	
		return realdam
	end,
	death_message = {"electrocuted", "shocked", "bolted", "volted", "amped", "zapped"},
}

-- Acid, few specific interactions currently aside from damage types later derived from this
newDamageType{
	name = "acid", type = "ACID", text_color = "#GREEN#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		if realdam > 0 and target and src.knowTalent and src:knowTalent(src.T_NATURAL_ACID) then
			local t = src:getTalentFromId(src.T_NATURAL_ACID)
			src:setEffect(src.EFF_NATURAL_ACID, t.getDuration(src, t), {})
		end
		return realdam
	end,
	death_message = {"dissolved", "corroded", "scalded", "melted"},
}

-- Nature & Blight: Opposing damage types
newDamageType{
	name = "nature", type = "NATURE", text_color = "#LIGHT_GREEN#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		if realdam > 0 and target and src.knowTalent and src:knowTalent(src.T_CORROSIVE_NATURE) then
			local t = src:getTalentFromId(src.T_CORROSIVE_NATURE)
			src:setEffect(src.EFF_CORROSIVE_NATURE, t.getDuration(src, t), {})
		end
		return realdam
	end,
	death_message = {"slimed", "splurged", "treehugged", "naturalised"},
}

newDamageType{
	name = "blight", type = "BLIGHT", text_color = "#DARK_GREEN#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		-- Spread diseases if possible
		if realdam > 0 and target and target:attr("diseases_spread_on_blight") and (not state or not state.from_disease) and src.callTalent then
			src:callTalent(src.T_EPIDEMIC, "do_spread", target, realdam)
		end
		if src and src.knowTalent and realdam > 0 and target and src:knowTalent(src.T_PESTILENT_BLIGHT) then
			src:callTalent(src.T_PESTILENT_BLIGHT, "do_rot", target, realdam)
		end
		return realdam
	end,
	death_message = {"diseased", "poxed", "infected", "plagued", "debilitated by noxious blight before falling", "fouled", "tainted"},
}

-- Light damage
newDamageType{
	name = "light", type = "LIGHT", text_color = "#YELLOW#",
	antimagic_resolve = true,
	death_message = {"radiated", "seared", "purified", "sun baked", "jerkied", "tanned"},
}

-- Darkness damage
newDamageType{
	name = "darkness", type = "DARKNESS", text_color = "#GREY#",
	antimagic_resolve = true,
	death_message = {"shadowed", "darkened", "swallowed by the void"},
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		-- Darken
		if realdam > 0 and src:attr("darkness_darkens") then
			game.level.map.lites(x, y, false)
			if src.x and src.y then game.level.map.lites(src.x, src.y, false) end
		end
		return realdam
	end,
}

-- Mind damage
-- Most uses of this have their damage effected by mental save and do not trigger cross tiers, ie, melee items
newDamageType{
	name = "mind", type = "MIND", text_color = "#YELLOW#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		local thought_form
		if target and src and target.summoner and target.summoner == src and target.type and target.type == "thought-form" then thought_form = true end
		if target and not thought_form then
			local mindpower, mentalresist, alwaysHit, crossTierChance
			if _G.type(dam) == "table" then dam, mindpower, mentalresist, alwaysHit, crossTierChance = dam.dam, dam.mindpower, dam.mentalresist, dam.alwaysHit, dam.crossTierChance end
			local hit_power = mindpower or src:combatMindpower()
			if alwaysHit or target:checkHit(hit_power, mentalresist or target:combatMentalResist(), 0, 95, 15) then
				if crossTierChance and rng.percent(crossTierChance) then
					target:crossTierEffect(target.EFF_BRAINLOCKED, src:combatMindpower())
				end
				return DamageType.defaultProjector(src, x, y, type, dam, state)
			else
				game.logSeen(target, "%s resists the mind attack!", target.name:capitalize())
				return DamageType.defaultProjector(src, x, y, type, dam / 2, state)
			end
		end
		return 0
	end,
	death_message = {"psyched", "mentally tortured", "mindraped"},
}

-- Cold damage+turn energy drain, used exclusively by the Wintertide weapon
-- If you use this for something else make sure to note it has no power check or sanity check on how much turn energy is drained
newDamageType{
	name = "winter", type = "WINTER",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local srcx, srcy = dam.x, dam.y
		local base = dam
		dam = dam.dam
		if not base.st then
			DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam, state)
		else
			DamageType:get(base.st).projector(src, x, y, base.st, dam, state)
		end
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			local energyDrain = (game.energy_to_act * 0.2)
			target.energy.value = target.energy.value - energyDrain
		end
	end,
}

-- Temporal damage
newDamageType{
	name = "temporal", type = "TEMPORAL", text_color = "#LIGHT_STEEL_BLUE#",
	antimagic_resolve = true,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType.defaultProjector(src, x, y, type, dam, state)
		
		local target = game.level.map(x, y, Map.ACTOR)
		if target and src.isTalentActive and src:isTalentActive(src.T_DISINTEGRATION) then
			src:callTalent(src.T_DISINTEGRATION, "doStrip", target, type)
		end
		
		return realdam
	end,
	death_message = {"timewarped", "temporally distorted", "spaghettified across the whole of space and time", "paradoxed", "replaced by a time clone (and no one ever knew the difference)", "grandfathered", "time dilated"},
}

-- Temporal + Stun
newDamageType{
	name = "temporal stun", type = "TEMPORALSTUN",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		DamageType:get(DamageType.TEMPORAL).projector(src, x, y, DamageType.TEMPORAL, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("stun") then
				target:setEffect(target.EFF_STUNNED, 4, {apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists the stun!", target.name:capitalize())
			end
		end
	end,
}

-- Lite up the room
newDamageType{
	name = "lite", type = "LITE", text_color = "#YELLOW#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		-- Counter magical unlite level before lighting grids
		local g = game.level.map(x, y, Map.TERRAIN+1)
		if g and g.unlit then
			if g.unlit <= dam then game.level.map:remove(x, y, Map.TERRAIN+1)
			else g.unlit = g.unlit - dam return end -- Lite wears down darkness
		end
		game.level.map.lites(x, y, true)
	end,
}

-- Break stealth
newDamageType{
	name = "illumination", type = "BREAK_STEALTH",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		-- Dont lit magically unlit grids
		local a = game.level.map(x, y, Map.ACTOR)
		if a then
			a:setEffect(a.EFF_LUMINESCENCE, math.ceil(dam.turns), {power=dam.power, no_ct_effect=true})
		end
	end,
}

-- Silence
newDamageType{
	name = "silence", type = "SILENCE",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("silence") then
				target:setEffect(target.EFF_SILENCED, math.ceil(dam.dur), {apply_power=dam.power_check or src:combatMindpower() * 0.7})
			else
				game.logSeen(target, "%s resists the silence!", target.name:capitalize())
			end
		end
	end,
}

-- Silence
newDamageType{
	name = "arcane silence", type = "ARCANE_SILENCE", text_color = "#PURPLE#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local chance = 100
		if _G.type(dam) == "table" then dam, chance = dam.dam, dam.chance end

		local target = game.level.map(x, y, Map.ACTOR)
		local realdam = DamageType:get(DamageType.ARCANE).projector(src, x, y, DamageType.ARCANE, dam, state)
		if target then
			if rng.percent(chance) and target:canBe("silence") then
				target:setEffect(target.EFF_SILENCED, 3, {apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
		return realdam
	end,
}

-- Silence
newDamageType{
	name = "silence", type = "RANDOM_SILENCE",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(dam) then
			if target:canBe("silence") then
				target:setEffect(target.EFF_SILENCED, 4, {apply_power=src:combatAttack()*0.7, no_ct_effect=true})
			else
				game.logSeen(target, "%s resists the silence!", target.name:capitalize())
			end
		end
	end,
}

-- Blinds
newDamageType{
	name = "blindness", type = "BLIND",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, math.ceil(dam), {apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists the blinding light!", target.name:capitalize())
			end
		end
	end,
}
newDamageType{
	name = "blindness", type = "BLINDPHYSICAL",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, math.ceil(dam), {apply_power=src:combatAttack()})
			else
				game.logSeen(target, "%s resists the blinding light!", target.name:capitalize())
			end
		end
	end,
}
newDamageType{
	name = "blinding ink", type = "BLINDING_INK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, math.ceil(dam), {apply_power=src:combatPhysicalpower(), apply_save="combatPhysicalResist"})
			else
				game.logSeen(target, "%s avoids the blinding ink!", target.name:capitalize())
			end
		end
	end,
}
newDamageType{
	name = "blindness", type = "BLINDCUSTOMMIND",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, math.ceil(dam.turns), {apply_power=dam.power, apply_save="combatMentalResist", no_ct_effect=true})
			else
				game.logSeen(target, "%s resists the blinding light!", target.name:capitalize())
			end
		end
	end,
}

-- Lite + Light damage
newDamageType{
	name = "bright light", type = "LITE_LIGHT",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		DamageType:get(DamageType.LITE).projector(src, x, y, DamageType.LITE, 1, state)
		return DamageType:get(DamageType.LIGHT).projector(src, x, y, DamageType.LIGHT, dam, state)
	end,
}

-- Fire damage + DOT
newDamageType{
	name = "fire burn", type = "FIREBURN", text_color = "#LIGHT_RED#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local dur = 3
		local perc = 50
		if _G.type(dam) == "table" then dam, dur, perc = dam.dam, dam.dur, (dam.initial or perc) end
		local init_dam = dam * perc / 100
		if init_dam > 0 then DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, init_dam, state) end
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- Set on fire!
			dam = dam - init_dam
			target:setEffect(target.EFF_BURNING, dur, {src=src, power=dam / dur, no_ct_effect=true})
		end
		return init_dam
	end,
}

-- Fire damage + DOT + 25% chance of Fireflash
newDamageType{
	name = "stunning fire", type = "FIRE_STUN", text_color = "#LIGHT_RED#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local chance = 25
		local dur = 3
		local perc = 50
		if _G.type(dam) == "table" then dam, dur, perc = dam.dam, dam.dur, (dam.initial or perc) end
		local init_dam = dam * perc / 100
		if init_dam > 0 then DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, init_dam, state) end
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			dam = dam - init_dam
			target:setEffect(target.EFF_BURNING, dur, {src=src, power=dam / dur, no_ct_effect=true})
				if rng.percent(chance) then
					DamageType:get(DamageType.FLAMESHOCK).projector(src, x, y, DamageType.FLAMESHOCK, {dur=3, dam=15, apply_power=src:combatMindpower()}, state)
			end
		end
		return init_dam
	end,
}

newDamageType{
	name = "fire burn", type = "GOLEM_FIREBURN",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = 0
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target ~= src and target ~= src.summoner then
			realdam = DamageType:get(DamageType.FIREBURN).projector(src, x, y, DamageType.FIREBURN, dam, state)
		end
		return realdam
	end,
}

-- Drain Life... with fire!
newDamageType{
	name = "devouring flames", type = "FIRE_DRAIN", text_color = "#LIGHT_RED#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, healfactor=0.1} end
		local target = game.level.map(x, y, Map.ACTOR) -- Get the target first to make sure we heal even on kill
		local realdam = DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, dam.dam, state)
		if target and realdam > 0 and not src:attr("dead") then
			src:heal(realdam * dam.healfactor, target)
			src:logCombat(target, "#Source# drains life from #Target#!")
		end
		return realdam
	end,
}

-- Darkness + Fire
newDamageType{
	name = "shadowflame", type = "SHADOWFLAME", text_color = "#BF7F73#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, dam / 2, state)
		DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state)
	end,
}

-- Darkness + Stun
newDamageType{
	name = "stunning darkness", type = "DARKSTUN", text_color = "#GREY#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- try to stun
			if target:canBe("stun") then
				target:setEffect(target.EFF_STUNNED, 4, {apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists the darkness!", target.name:capitalize())
			end
		end
	end,
}

-- Darkness but not over minions
newDamageType{
	name = "darkness", type = "MINION_DARKNESS",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and (not target.necrotic_minion or target.summoner ~= src) then
			DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam, state)
		end
	end,
}

-- Fore but not over minions
newDamageType{
	name = "fire", type = "FIRE_FRIENDS",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target.summoner ~= src then
			DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, dam, state)
		end
	end,
}

-- Cold + Stun
newDamageType{
	name = "cold", type = "COLDSTUN",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("stun") then
				target:setEffect(target.EFF_STUNNED, 4, {apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists the stun!", target.name:capitalize())
			end
		end
	end,
}

-- Fire DOT + Stun
newDamageType{
	name = "flameshock", type = "FLAMESHOCK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, dur=4} end
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- Set on fire!
			if target:canBe("stun") then
				target:setEffect(target.EFF_BURNING_SHOCK, dam.dur, {src=src, power=dam.dam / dam.dur, apply_power=dam.apply_power or src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists the searing flame!", target.name:capitalize())
			end
		end
	end,
}

-- Cold damage + freeze chance
newDamageType{
	name = "ice", type = "ICE", text_color = "#1133F3#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local chance = 25
		if _G.type(dam) == "table" then chance, dam = dam.chance, dam.dam end
		local realdam = DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam, state)
		if rng.percent(chance) then
			DamageType:get(DamageType.FREEZE).projector(src, x, y, DamageType.FREEZE, {dur=2, hp=70+dam*1.5}, state)
		end
		return realdam
	end,
}

-- Cold damage + freeze chance + 20% slow
newDamageType{
	name = "slowing ice", type = "ICE_SLOW", text_color = "#1133F3#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local chance = 25
		local target = game.level.map(x, y, Map.ACTOR)
		if _G.type(dam) == "table" then chance, dam = dam.chance, dam.dam end
		local realdam = DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam, state)
		if target then
			target:setEffect(target.EFF_SLOW, 3, {power=0.2, no_ct_effect=true})
			if rng.percent(chance) then
				DamageType:get(DamageType.FREEZE).projector(src, x, y, DamageType.FREEZE, {dur=2, hp=70+dam*1.5}, state)
			end
		end
		return realdam
	end,
}

-- Cold damage + freeze chance, increased if wet
newDamageType{
	name = "ice storm", type = "ICE_STORM", text_color = "#1133F3#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local chance = 25

		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:hasEffect(target.EFF_WET) then dam = dam * 1.3 chance = 50 end

		local realdam = DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam, state)
		if rng.percent(chance) then
			DamageType:get(DamageType.FREEZE).projector(src, x, y, DamageType.FREEZE, {dur=2, hp=70+dam*1.5}, state)
		end
		return realdam
	end,
}

-- Increased cold damage + freeze chance if wet
newDamageType{
	name = "glacial vapour", type = "GLACIAL_VAPOUR", text_color = "#1133F3#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local chance = 0
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:hasEffect(target.EFF_WET) then dam = dam * 1.3 chance = 15 end
		local realdam = DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam, state)
		if rng.percent(chance) then
			DamageType:get(DamageType.FREEZE).projector(src, x, y, DamageType.FREEZE, {dur=2, hp=70+dam*1.2}, state)
		end
		return realdam
	end,
}

-- Cold damage + freeze ground
newDamageType{
	name = "pinning cold", type = "COLDNEVERMOVE", text_color = "#CADET_BLUE#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, dur=4} end
		DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam.dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("pin") and target:canBe("stun") and not target:attr("fly") and not target:attr("levitation") then
				target:setEffect(target.EFF_FROZEN_FEET, dam.dur, {apply_power=math.max(src:combatSpellpower(), src:combatMindpower())})
			end

			if dam.shatter_reduce and target:hasEffect(target.EFF_WET) then
				src:alterTalentCoolingdown(src.T_SHATTER, -dam.shatter_reduce)
			end
		end
	end,
}

-- Freezes target, checks for spellresistance and stun resistance
newDamageType{
	name = "freeze", type = "FREEZE",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- Freeze it, if we pass the test
			local sx, sy = game.level.map:getTileToScreen(x, y, true)
			if target:canBe("stun") then
				target:setEffect(target.EFF_FROZEN, dam.dur, {hp=dam.hp * 1.5, apply_power=math.max(src:combatSpellpower(), src:combatMindpower()), min_dur=1})
				game.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, -3, "Frozen!", {0,255,155})
			else
				game.flyers:add(sx, sy, 30, (rng.range(0,2)-1) * 0.5, -3, "Resist!", {0,255,155})
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
	end,
}

-- Dim vision
newDamageType{
	name = "sticky smoke", type = "STICKY_SMOKE",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("blind") then
				target:setEffect(target.EFF_DIM_VISION, 7, {sight=dam, apply_power=src:combatAttack()})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
	end,
}

-- Acid damage + blind chance
newDamageType{
	name = "acid blind", type = "ACID_BLIND", text_color = "#GREEN#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType:get(DamageType.ACID).projector(src, x, y, DamageType.ACID, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(25) then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
		return realdam
	end,
}

-- Darkness damage + blind chance
newDamageType{
	name = "blinding darkness", type = "DARKNESS_BLIND",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(25) then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
		return realdam
	end,
}

-- Light damage + blind chance
newDamageType{
	name = "blinding light", type = "LIGHT_BLIND", text_color = "#YELLOW#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType:get(DamageType.LIGHT).projector(src, x, y, DamageType.LIGHT, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(25) then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
		return realdam
	end,
}

-- Lightning damage + daze chance
newDamageType{
	name = "dazing lightning", type = "LIGHTNING_DAZE", text_color = "#ROYAL_BLUE#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, daze=25} end
		dam.daze = dam.daze or 25
		local realdam = DamageType:get(DamageType.LIGHTNING).projector(src, x, y, DamageType.LIGHTNING, dam.dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and dam.daze > 0 and rng.percent(dam.daze) then
			if target:canBe("stun") then
				game:onTickEnd(function() target:setEffect(target.EFF_DAZED, 3, {src=src, apply_power=dam.power_check or math.max(src:combatSpellpower(), src:combatMindpower(), src:combatAttack())}) end) -- Do it at the end so we don't break our own daze
				if src:isTalentActive(src.T_HURRICANE) then
					local t = src:getTalentFromId(src.T_HURRICANE)
					t.do_hurricane(src, t, target)
				end
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
				if dam.shock then
					target:setEffect(target.EFF_SHOCKED, dam.shock, {apply_power=src:combatSpellpower()})
				end
			end
		end
		return realdam
	end,
}

-- Cold/physical damage + repulsion; checks for spell power against physical resistance
newDamageType{
	name = "cold repulsion", type = "WAVE",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local srcx, srcy = dam.x, dam.y
		local base = dam
		dam = dam.dam
		if not base.st then
			DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam / 2, state)
			DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam / 2, state)
		else
			DamageType:get(base.st).projector(src, x, y, base.st, dam, state)
		end
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if base.apply_wet then
				target:setEffect(target.EFF_WET, base.apply_wet, {})
			end

			if target:checkHit(base.power or src:combatSpellpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(srcx, srcy, base.dist or 1)
				target:crossTierEffect(target.EFF_OFFBALANCE, base.power or src:combatSpellpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the wave!", target.name:capitalize())
			end
		end
	end,
}

-- Bloodspring damage + repulsion; checks for spell power against physical resistance
newDamageType{
	name = "bloodspring", type = "BLOODSPRING",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local srcx, srcy = dam.x, dam.y
		local base = dam
		dam = dam.dam
		DamageType:get(base.st).projector(src, x, y, base.st, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:checkHit(base.power or src:combatSpellpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(srcx, srcy, base.dist or 1)
				target:crossTierEffect(target.EFF_OFFBALANCE, base.power or src:combatSpellpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the bloody wave!", target.name:capitalize())
			end
		end
	end,
}

-- Fireburn damage + repulsion; checks for spell power against physical resistance
newDamageType{
	name = "fire repulsion", type = "FIREKNOCKBACK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if _G.type(dam) ~= "table" then dam = {dam=dam, dist=3} end
		state = initState(state)
		if target and not state[target] then
			state[target] = true
			DamageType:get(DamageType.FIREBURN).projector(src, x, y, DamageType.FIREBURN, dam.dam, state)
			if target:checkHit(src:combatSpellpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(src.x, src.y, dam.dist)
				target:crossTierEffect(target.EFF_OFFBALANCE, src:combatSpellpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the punch!", target.name:capitalize())
			end
		end
	end,
}

-- Fireburn damage + repulsion; checks for mind power against physical resistance
newDamageType{
	name = "burning repulsion", type = "FIREKNOCKBACK_MIND",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if _G.type(dam) ~= "table" then dam = {dam=dam, dist=3} end
		state = initState(state)
		if target and not state[target] then
			state[target] = true
			DamageType:get(DamageType.FIREBURN).projector(src, x, y, DamageType.FIREBURN, dam.dam, state)
			if target:checkHit(src:combatMindpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(src.x, src.y, dam.dist)
				target:crossTierEffect(target.EFF_OFFBALANCE, src:combatMindpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the punch!", target.name:capitalize())
			end
		end
	end,
}

-- Darkness damage + repulsion; checks for spell power against mental resistance
newDamageType{
	name = "darkness repulsion", type = "DARKKNOCKBACK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if _G.type(dam) ~= "table" then dam = {dam=dam, dist=3} end
		state = initState(state)
		if target and not state[target] then
			state[target] = true
			DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam.dam, state)
			if target:checkHit(src:combatSpellpower(), target:combatMentalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(src.x, src.y, dam.dist)
				target:crossTierEffect(target.EFF_BRAINLOCKED, src:combatSpellpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the darkness!", target.name:capitalize())
			end
		end
	end,
}

-- Physical damage + repulsion; checks for spell power against physical resistance
newDamageType{
	name = "physical repulsion", type = "SPELLKNOCKBACK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		local realdam = 0
		if _G.type(dam) ~= "table" then dam = {dam=dam, dist=3} end
		state = initState(state)
		if target and not state[target] then
			state[target] = true
			realdam = DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam.dam, state)
			if target:checkHit(src:combatSpellpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(src.x, src.y, dam.dist)
				target:crossTierEffect(target.EFF_OFFBALANCE, src:combatSpellpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the punch!", target.name:capitalize())
			end
		end
		return realdam
	end,
}

-- Physical damage + repulsion; checks for mind power against physical resistance
newDamageType{
	name = "physical repulsion", type = "MINDKNOCKBACK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		state = initState(state)
		if target and not state[target] then
			state[target] = true
			DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam, state)
			if target:checkHit(src:combatMindpower() * 0.8, target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(src.x, src.y, 3)
				target:crossTierEffect(target.EFF_OFFBALANCE, src:combatMindpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the punch!", target.name:capitalize())
			end
		end
	end,
}

-- Physical damage + repulsion; checks for attack power against physical resistance
newDamageType{
	name = "physical repulsion", type = "PHYSKNOCKBACK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		state = initState(state)
		if _G.type(dam) ~= "table" then dam = {dam=dam, dist=3} end
		if target and not state[target] then
			state[target] = true
			DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam.dam, state)
			if target:checkHit(src:combatPhysicalpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
				target:knockback(dam.x or src.x, dam.y or src.y, dam.dist)
				target:crossTierEffect(target.EFF_OFFBALANCE, src:combatPhysicalpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the knockback!", target.name:capitalize())
			end
		end
	end,
}

-- Fear check + repulsion; checks for mind power against physical resistance
newDamageType{
	name = "fear repulsion", type = "FEARKNOCKBACK",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		state = initState(state)
		if target and not state[target] then
			state[target] = true
			if target:checkHit(src:combatMindpower(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("fear") then
				target:knockback(dam.x, dam.y, dam.dist)
				target:crossTierEffect(target.EFF_BRAINLOCKED, src:combatMindpower())
				game.logSeen(target, "%s is knocked back!", target.name:capitalize())
			else
				game.logSeen(target, "%s resists the frightening sight!", target.name:capitalize())
			end
		end
	end,
}

-- Poisoning damage
newDamageType{
	name = "poison", type = "POISON", text_color = "#LIGHT_GREEN#",
	projector = function(src, x, y, t, dam)
		state = initState(state)
		useImplicitCrit(src, state)
		local power
		if type(dam) == "table" then
			power = dam.apply_power
			dam = dam.dam
		end
		local realdam = DamageType:get(DamageType.NATURE).projector(src, x, y, DamageType.NATURE, dam / 6, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:canBe("poison") then
			target:setEffect(target.EFF_POISONED, 5, {src=src, power=dam / 6, apply_power=power or (src.combatAttack and src:combatAttack()) or 0})
		end
		return realdam
	end,
}

-- Inferno: fire and maybe remove stuff
newDamageType{
	name = "cleansing fire", type = "INFERNO",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType:get(DamageType.FIRE).projector(src, x, y, DamageType.FIRE, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and src:attr("cleansing_flames") and rng.percent(src:attr("cleansing_flames")) then
			local effs = {}
			local status = (src:reactionToward(target) >= 0) and "detrimental" or "beneficial"
			for eff_id, p in pairs(target.tmp) do
				local e = target.tempeffect_def[eff_id]
				if e.status == status and (e.type == "magical" or e.type == "physical") then
					effs[#effs+1] = {"effect", eff_id}
				end
			end
			if #effs > 0 then
				local eff = rng.tableRemove(effs)
				target:removeEffect(eff[2])
			end
		end
		return realdam
	end,
}

-- Spydric poison: prevents movement
-- Very special, does not have a power check
newDamageType{
	name = "spydric poison", type = "SPYDRIC_POISON",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, dur=3} end
		DamageType:get(DamageType.NATURE).projector(src, x, y, DamageType.NATURE, dam.dam / dam.dur, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:canBe("poison") then
			target:setEffect(target.EFF_SPYDRIC_POISON, dam.dur, {src=src, power=dam.dam / dam.dur, no_ct_effect=true})
		end
	end,
}

-- Crippling poison: failure to act
newDamageType{
	name = "crippling poison", type = "CRIPPLING_POISON", text_color = "#LIGHT_GREEN#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, dur=3} end
		DamageType:get(DamageType.NATURE).projector(src, x, y, DamageType.NATURE, dam.dam / dam.dur, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:canBe("poison") then
			target:setEffect(target.EFF_CRIPPLING_POISON, dam.dur, {src=src, power=dam.dam / dam.dur, no_ct_effect=true})
		end
	end,
}

-- Insidious poison: prevents healing
newDamageType{
	name = "insidious poison", type = "INSIDIOUS_POISON", text_color = "#LIGHT_GREEN#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, dur=7, heal_factor=dam} end
		DamageType:get(DamageType.NATURE).projector(src, x, y, DamageType.NATURE, dam.dam / dam.dur, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:canBe("poison") then
			target:setEffect(target.EFF_INSIDIOUS_POISON, dam.dur, {src=src, power=dam.dam / dam.dur, heal_factor=dam.heal_factor, no_ct_effect=true})
		end
	end,
}

-- Bleeding damage
newDamageType{
	name = "bleed", type = "BLEED",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam / 6, state)
		dam = dam - dam / 6
		local target = game.level.map(x, y, Map.ACTOR)
		if target and target:canBe("cut") then
			-- Set on fire!
			target:setEffect(target.EFF_CUT, 5, {src=src, power=dam / 5, no_ct_effect=true})
		end
	end,
}

-- Physical damage + bleeding % of it
newDamageType{
	name = "physical bleed", type = "PHYSICALBLEED",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local realdam = DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if realdam > 0 and target and target:canBe("cut") then
			target:setEffect(target.EFF_CUT, 5, {src=src, power=dam * 0.1, no_ct_effect=true})
		end
	end,
}

-- Slime damage
newDamageType{
	name = "nature slow", type = "SLIME", text_color = "#LIGHT_GREEN#",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam, power=0.15} end
		DamageType:get(DamageType.NATURE).projector(src, x, y, DamageType.NATURE, dam.dam, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			target:setEffect(target.EFF_SLOW, 3, {power=dam.power, no_ct_effect=true})
		end
	end,
}


newDamageType{
	name = "dig", type = "DIG",
	projector = function(src, x, y, typ, dam)
		state = initState(state)
		useImplicitCrit(src, state)
		local feat = game.level.map(x, y, Map.TERRAIN)
		if feat then
			if feat.dig then
				local newfeat_name, newfeat, silence = feat.dig, nil, false
				if type(feat.dig) == "function" then newfeat_name, newfeat, silence = feat.dig(src, x, y, feat) end
				newfeat = newfeat or game.zone.grid_list[newfeat_name]
				if newfeat then
					game.level.map(x, y, Map.TERRAIN, newfeat)
					src.dug_times = (src.dug_times or 0) + 1
					game.nicer_tiles:updateAround(game.level, x, y)
					if not silence then
						game.logSeen({x=x,y=y}, "%s turns into %s.", feat.name:capitalize(), newfeat.name)
					end
				end
			end
		end
	end,
}

-- Slowness
newDamageType{
	name = "slow", type = "SLOW",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- Freeze it, if we pass the test
			target:setEffect(target.EFF_SLOW, 7, {power=dam, apply_power=src:combatSpellpower()})
		end
	end,
}

newDamageType{
	name = "congeal time", type = "CONGEAL_TIME",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- Freeze it, if we pass the test
			target:setEffect(target.EFF_CONGEAL_TIME, 7, {slow=dam.slow, proj=dam.proj, apply_power=src:combatSpellpower()})
		end
	end,
}

-- Time prison, invulnerability and stun
newDamageType{
	name = "time prison", type = "TIME_PRISON",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			-- Freeze it, if we pass the test
			if src == target then
				target:setEffect(target.EFF_TIME_PRISON, dam, {no_ct_effect=true})
				target:setEffect(target.EFF_CONTINUUM_DESTABILIZATION, 100, {power=src:combatSpellpower(0.3), no_ct_effect=true})
			elseif target:checkHit(src:combatSpellpower() - (target:attr("continuum_destabilization") or 0), target:combatSpellResist(), 0, 95, 15) then
				target:setEffect(target.EFF_TIME_PRISON, dam, {apply_power=src:combatSpellpower() - (target:attr("continuum_destabilization") or 0), apply_save="combatSpellResist", no_ct_effect=true})
				target:setEffect(target.EFF_CONTINUUM_DESTABILIZATION, 100, {power=src:combatSpellpower(0.3), no_ct_effect=true})
			else
				game.logSeen(target, "%s resists the time prison.", target.name:capitalize())
			end
		end
	end,
}

-- Confusion
newDamageType{
	name = "confusion", type = "CONFUSION",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if target:canBe("confusion") then
				target:setEffect(target.EFF_CONFUSED, dam.dur, {power=dam.dam, apply_power=(dam.power_check or src.combatSpellpower)(src)})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
	end,
}

-- Confusion
newDamageType{
	name = "% chance of confusion", type = "RANDOM_CONFUSION",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam} end
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(dam.dam) then
			if target:canBe("confusion") then
				target:setEffect(target.EFF_CONFUSED, 4, {power=75, apply_power=(dam.power_check or src.combatSpellpower)(src), no_ct_effect=true})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
	end,
}

-- Confusion
newDamageType{
	name = "% chance of confusion", type = "RANDOM_CONFUSION_PHYS",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		if _G.type(dam) == "number" then dam = {dam=dam} end
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(dam.dam) then
			if target:canBe("confusion") then
				target:setEffect(target.EFF_CONFUSED, 4, {power=75, apply_power=src:combatPhysicalpower(), no_ct_effect=true})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
	end,
}

newDamageType{
	name = "% chance of gloom effects", type = "RANDOM_GLOOM",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(dam) then
			if not src:checkHit(src:combatMindpower(), target:combatMentalResist()) then return end
			local effect = rng.range(1, 3)
			if effect == 1 then
				-- confusion
				if target:canBe("confusion") and not target:hasEffect(target.EFF_GLOOM_CONFUSED) then
					target:setEffect(target.EFF_GLOOM_CONFUSED, 2, {power=70})
				end
			elseif effect == 2 then
				-- stun
				if target:canBe("stun") and not target:hasEffect(target.EFF_GLOOM_STUNNED) then
					target:setEffect(target.EFF_GLOOM_STUNNED, 2, {})
				end
			elseif effect == 3 then
				-- slow
				if target:canBe("slow") and not target:hasEffect(target.EFF_GLOOM_SLOW) then
					target:setEffect(target.EFF_GLOOM_SLOW, 2, {power=0.3})
				end
			end
		end
	end,
}

----------------------------------------------------------------
-- Item-specific damage types
----------------------------------------------------------------
-- Each uses the highest of Accuracy, Spellpower, or Mindpower for apply_power but typically uses the most thematic power for other effects
-- tdesc is only used in item tooltips and replaces the normal melee_project display

-- Name:  item - theme - debuff/effect

-- Log entries are included with the damage line as "<#color#..effect ...%chance>" to minimize spam, where the % indicates the chance for the special effect to occur (not its strength) as applicable
newDamageType{
	name = "item mind gloom", type = "ITEM_MIND_GLOOM",
	text_color = "#YELLOW#",
	tdesc = function(dam, oldDam)
		parens = ""
		dam = dam or 0
		if oldDam then
			diff = dam - oldDam
			if diff > 0 then
				parens = (" (#LIGHT_GREEN#+%d%%#LAST#)"):format(diff)
			elseif diff < 0 then
				parens = (" (#RED#%d%%#LAST#)"):format(diff)
			end
		end
		return ("* #LIGHT_GREEN#%d%%#LAST# chance to cause #YELLOW#random gloom#LAST#%s")
			:format(dam, parens)
	end,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if rng.percent(dam) then
				local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
				if not src:checkHit(check, target:combatMentalResist()) then return end
				local effect = rng.range(1, 3)
				local name
				if effect == 1 then
					-- confusion
					if target:canBe("confusion") and not target:hasEffect(target.EFF_GLOOM_CONFUSED) then
						target:setEffect(target.EFF_GLOOM_CONFUSED, 2, {power=25, no_ct_effect=true} )
					end
					name = "confusion"
				elseif effect == 2 then
					-- stun
					if target:canBe("stun") and not target:hasEffect(target.EFF_GLOOM_STUNNED) then
						target:setEffect(target.EFF_GLOOM_STUNNED, 2, {no_ct_effect=true})
					end
					name = "stun"
				elseif effect == 3 then
					-- slow
					if target:canBe("slow") and not target:hasEffect(target.EFF_GLOOM_SLOW) then
						target:setEffect(target.EFF_GLOOM_SLOW, 2, {power=0.3, no_ct_effect=true})
					end
					name = "slow'"
				end
				game:delayedLogDamage(src, target, 0, ("%s<gloom %s>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", name), false)
			else
				game:delayedLogDamage(src, target, 0, ("%s<%d%%%% gloom chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
			end
		end
	end,
}

newDamageType{
	name = "item darkness numbing", type = "ITEM_DARKNESS_NUMBING",
	text_color = "#GREY#",
	tdesc = function(dam, oldDam)
		parens = ""
		dam = dam or 0
		if oldDam then
			diff = dam - oldDam
			if diff > 0 then
				parens = (" (#LIGHT_GREEN#+%d%%#LAST#)"):format(diff)
			elseif diff < 0 then
				parens = (" (#RED#%d%%#LAST#)"):format(diff)
			end
		end
		return ("* #LIGHT_GREEN#%d%%#LAST# chance to inflict #GREY#damage reduction#LAST#%s")
			:format(dam, parens)
	end,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if rng.percent(dam) then
				local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
				local reduction = 15
				game:delayedLogDamage(src, target, 0, ("%s<%d%%%% damage reduction>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", reduction), false)
				target:setEffect(target.EFF_ITEM_NUMBING_DARKNESS, 4, {reduce = reduction, apply_power=check, no_ct_effect=true})
			else
				game:delayedLogDamage(src, target, 0, ("%s<%d%%%% dark numbing chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
			end
		end
	end,
}

newDamageType{
	name = "item temporal energize", type = "ITEM_TEMPORAL_ENERGIZE",
	text_color = "#LIGHT_STEEL_BLUE#",
	tdesc = function(dam, oldDam)
		parens = ""
		dam = dam or 0
		if oldDam then
			diff = dam - oldDam
			if diff > 0 then
				parens = (" (#LIGHT_GREEN#+%d%%#LAST#)"):format(diff)
			elseif diff < 0 then
				parens = (" (#RED#%d%%#LAST#)"):format(diff)
			end
		end
		return ("* #LIGHT_GREEN#%d%%#LAST# chance to gain #LIGHT_STEEL_BLUE#10%% of a turn#LAST#%s")
			:format(dam, parens)
	end,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and src and src.name and rng.percent(dam) then
				if src.turn_procs and src.turn_procs.item_temporal_energize and src.turn_procs.item_temporal_energize > 3 then
					game.logSeen(src, "#LIGHT_STEEL_BLUE#%s can't gain any more energy this turn! ", src.name:capitalize())
				return
				end

				game:delayedLogDamage(src, target, 0, ("%s<temporal energize>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#"), false)

				local energy = (game.energy_to_act * 0.1)
				src.energy.value = src.energy.value + energy
				--game.logSeen(target, "Time seems to bend and quicken energizing %s!", src.name:capitalize())

				src.turn_procs.item_temporal_energize = 1 + (src.turn_procs.item_temporal_energize or 0)
		else
			game:delayedLogDamage(src, target, 0, ("%s<%d%%%% chance to energize>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
		end
	end,
}

newDamageType{
	name = "item acid corrode", type = "ITEM_ACID_CORRODE", text_color = "#GREEN#",
	tdesc = function(dam, oldDam)
		parens = ""
		dam = dam or 0
		if oldDam then
			diff = dam - oldDam
			if diff > 0 then
				parens = (" (#LIGHT_GREEN#+%d%%#LAST#)"):format(diff)
			elseif diff < 0 then
				parens = (" (#RED#%d%%#LAST#)"):format(diff)
			end
		end
		return ("* #LIGHT_GREEN#%d%%#LAST# chance to #GREEN#corrode armour#LAST#%s")
			:format(dam, parens)
	end,
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target then
			if rng.percent(dam) then
				game:delayedLogDamage(src, target, 0, ("%s<30%%%% armour corrode>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
				local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
				--local param = { atk=dam/3, armor=dam/3, defense=dam/3, src=src, apply_power = check, no_ct_effect=true }
				target:setEffect(target.EFF_ITEM_ACID_CORRODE, 5, {pct = 0.3, no_ct_effect = true, apply_power = check})
			else
				game:delayedLogDamage(src, target, 0, ("%s<%d%%%% corrode armour chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
			end
		end
	end,
}

newDamageType{
	name = "item light blind", type = "ITEM_LIGHT_BLIND",
	text_color = "#YELLOW#",
	tdesc = function(dam, oldDam)
		parens = ""
		dam = dam or 0
		if oldDam then
			diff = dam - oldDam