rot.lua
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2017 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 = "Infectious Bite",
type = {"technique/other", 1},
points = 5,
message = "@Source@ bites blight poison into @target@.",
cooldown = 3,
tactical = { ATTACK = {BLIGHT = 2}, },
requires_target = true,
range = 1,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getPoisonDamage = function(self, t) return self:combatTalentSpellDamage(t, 12, 150) end,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y, target = self:getTarget(tg)
if not x or not y or not target then return nil end
if core.fov.distance(self.x, self.y, x, y) > 1 then return nil end
local dam = t.getDamage(self,t)
local poison = t.getPoisonDamage(self,t)
-- Hit?
local hitted = self:attackTarget(target, nil, dam, true)
if hitted then
self:project({type="hit"}, target.x, target.y, DamageType.BLIGHT_POISON, {dam=poison, power=0, poison=1, heal_factor=0, apply_power=self:combatSpellpower()})
end
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
local poison = t.getPoisonDamage(self, t)
return ([[Bite the target, dealing %d%% melee damage
If the attack hits you'll inject blight poison into the target, dealing %0.2f blight damage and a further %0.2f blight damage over 4 turns.
The bonus damage improves with your Spellpower.]])
:format(damage, damDesc(self, DamageType.BLIGHT, poison/4), damDesc(self, DamageType.BLIGHT, poison) )
end
}
carrionworm = function(self, target, duration, x, y)
local m = mod.class.NPC.new{
type = "vermin", subtype = "worms",
display = "w", color=colors.SANDY_BROWN, image = "npc/vermin_worms_carrion_worm_mass.png",
name = "carrion worm mass", faction = self.faction,
desc = [[]],
autolevel = "none",
ai = "summoned", ai_real = "tactical",
ai_state = { ai_move="move_complex", talent_in=3, ally_compassion=10 },
ai_tactic = resolvers.tactic("tank"),
stats = { str=10, dex=15, mag=3, con=3 },
level_range = {self.level, self.level}, exp_worth = 0,
global_speed_base = 1.0,
max_life = resolvers.rngavg(5,9),
size_category = 1,
cut_immune = 1,
blind_immune = 1,
life_rating = 6,
disease_immune = 1,
melee_project={[DamageType.PESTILENT_BLIGHT] = self:callTalent(self.T_PESTILENT_BLIGHT, "getChance")/2,},
resists = { [DamageType.PHYSICAL] = 50, [DamageType.ACID] = 100, [DamageType.BLIGHT] = 100, [DamageType.FIRE] = -50},
combat_armor = 1, combat_def = 1,
combat = { dam=1, atk=100, apr=100 },
autolevel = "warriormage",
resolvers.talents{
[Talents.T_INFECTIOUS_BITE]=math.floor(self:getTalentLevelRaw(self.T_INFESTATION)),
},
combat_spellpower = self:combatSpellpower(),
summoner = self, summoner_gain_exp=true, carrion_worm = true,
summon_time = 5,
ai_target = {actor=target}
}
m.unused_stats = 0
m.unused_talents = 0
m.unused_generics = 0
m.unused_talents_types = 0
m.no_inventory_access = true
m.no_points_on_levelup = true
m.save_hotkeys = true
m.ai_state = m.ai_state or {}
m.ai_state.tactic_leash = 100
-- Try to use stored AI talents to preserve tweaking over multiple summons
m.ai_talents = self.stored_ai_talents and self.stored_ai_talents[m.name] or {}
m.on_die = function(self, src)
local t = self.summoner:getTalentFromId(self.summoner.T_INFESTATION)
game.level.map:addEffect(self,
self.x, self.y, 5,
engine.DamageType.WORMBLIGHT, t.getDamage(self.summoner, t),
2,
5, nil,
engine.MapEffect.new{color_br=150, color_bg=255, color_bb=150, effect_shader="shader_images/poison_effect.png"}
)
game.logSeen(self, "%s exudes a corrupted gas as it dies.", self.name:capitalize())
end
if game.party:hasMember(self) then
m.remove_from_party_on_death = true
end
m:resolve() m:resolve(nil, true)
m:forceLevelup(self.level)
game.zone:addEntity(game.level, m, "actor", x, y)
game.level.map:particleEmitter(x, y, 1, "summon")
-- Summons never flee
m.ai_tactic = m.ai_tactic or {}
m.ai_tactic.escape = 0
m.summon_time = 5
mod.class.NPC.castAs(m)
engine.interface.ActorAI.init(m, m)
return m
end
newTalent{
name = "Infestation",
type = {"corruption/rot", 1},
require = corrs_req_high1,
points = 5,
mode = "sustained",
sustain_vim = 40,
cooldown = 30,
getDamage = function(self, t)
return self:combatTalentSpellDamage(t, 10, 70)
end,
getResist = function(self, t) return self:combatTalentLimit(t, 30, 5, 25) end,
getAffinity = function(self, t) return self:combatTalentLimit(t, 25, 4, 20) end,
getDamageReduction = function(self, t)
return self:combatTalentLimit(t, 0.5, 0.1, 0.22)
end,
activate = function(self, t)
local resist = t.getResist(self,t)
local affinity = t.getAffinity(self,t)
local ret = {
res = self:addTemporaryValue("resists", {[DamageType.BLIGHT]=resist, [DamageType.ACID]=resist}),
aff = self:addTemporaryValue("damage_affinity", {[DamageType.BLIGHT]=affinity}),
worm = self:addTemporaryValue("worm", 1),
}
if core.shader.active() then
self:talentParticles(ret, {type="shader_shield", args={toback=false, size_factor=1.5, img="infestation_sustain_tentacles2"}, shader={type="tentacles", appearTime=0.6, time_factor=1000, noup=0.0}})
end
return ret
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("resists", p.res)
self:removeTemporaryValue("damage_affinity", p.aff)
self:removeTemporaryValue("worm", p.worm)
return true
end,
callbackOnHit = function(self, t, cb)
if ( cb.value > (0.15 * self.max_life) ) then
local damageReduction = cb.value * t.getDamageReduction(self, t)
cb.value = cb.value - damageReduction
local nb = 0
if game.level then
for _, act in pairs(game.level.entities) do
if act.summoner and act.summoner == self and act.carrion_worm then nb = nb + 1 end
end
end
if nb >= 5 then return nil end
game.logPlayer(self, "#GREEN#A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by #ORCHID#" .. math.ceil(damageReduction) .. "#LAST#.")
if not self.turn_procs.infestation then
self.turn_procs.infestation = true
local gx, gy = util.findFreeGrid(self.x, self.y, 2, true, {[Map.ACTOR]=true})
if gx and gy then
carrionworm(self, self, 5, gx, gy)
end
end
return cb.value
end
end,
info = function(self, t)
local resist = t.getResist(self,t)
local affinity = t.getAffinity(self,t)
local dam = t.getDamage(self,t)
local reduction = t.getDamageReduction(self,t)*100
return ([[Your body has become a mass of living corruption, increasing your blight and acid resistance by %d%% and blight affinity by %d%%.
On taking damage greater than 15%% of your maximum health, the damage will be reduced by %d%% and a carrion worm mass will burst forth onto a nearby tile, attacking your foes for 5 turns.
You can never have more than 5 worms active from any source at a time.
When a carrion worm dies it will explode into a radius 2 pool of blight for 5 turns, dealing %0.2f blight damage each turn and healing you for %d.]]):
format(resist, affinity, reduction, damDesc(self, DamageType.BLIGHT, dam), dam)
end,
}
newTalent{
name = "Worm Walk",
type = {"corruption/rot", 2},
require = corrs_req_high2,
points = 5,
cooldown = 10,
vim = 8,
requires_target = true,
radius = function(self, t) return math.max(0, 7 - math.floor(self:getTalentLevel(t))) end,
direct_hit = true,
range = 7,
getHeal = function(self, t) return (5 + math.floor(self:combatTalentScale(t, 5, 15)))/100 end,
getVim = function(self, t) return 8 + math.floor(self:combatTalentScale(t, 5, 25)) end,
getDam = function(self, t) return self:combatTalentLimit(t, 1, 20, 5) end,
target = function(self, t)
return {type="hit", range=self:getTalentRange(t)}
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not x or not y then return nil end
if not self:hasLOS(x, y) or game.level.map:checkEntity(x, y, Map.TERRAIN, "block_move") then
game.logPlayer(self, "You do not have line of sight to this location.")
return nil
end
local __, x, y = self:canProject(tg, x, y)
target = game.level.map(x, y, Map.ACTOR)
local teleport = self:getTalentRadius(t)
if target and target.summoner and target.summoner == self and target.name == "carrion worm mass" then
teleport = 0
self:incVim(t.getVim(self, t))
self:attr("allow_on_heal", 1)
self:heal(t.getHeal(self, t) * self.max_life, self)
self:attr("allow_on_heal", -1)
target:die()
end
if not self:teleportRandom(x, y, teleport) then
game.logSeen(self, "The worm walk fizzles!")
end
game.level.map:particleEmitter(self.x, self.y, 1, "acidflash", {radius=1})
game:playSoundNear(self, "talents/teleport")
return true
end,
info = function(self, t)
local radius = self:getTalentRadius(t)
local heal = t.getHeal(self, t) * 100
local vim = t.getVim(self, t)
return ([[You disperse into a mass of carrion worms, reforming near the target location (%d teleport accuracy).
If used on a worm mass, you merge with it, moving to it's location, healing you for %d%% of your maximum health, restoring %d vim, and destroying the mass.]]):
format (radius, heal, vim)
end,
}
newTalent{
name = "Pestilent Blight",
type = {"corruption/rot",3},
require = corrs_req_high3,
points = 5,
mode = "passive",
cooldown = 6,
radius = function(self, t) return self:getTalentLevel(t) >= 4 and 1 or 0 end,
getChance = function(self, t) return self:combatTalentScale(t, 10, 35) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 2, 4)) end,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=false, talent=t}
end,
do_rot = function(self, t, target, dam)
local chance = t.getChance(self,t)
local dur = t.getDuration(self,t)
if not dam or type(dam) ~= "number" then return end
if rng.percent(chance) and not self:isTalentCoolingDown(t.id) then
local tg = self:getTalentTarget(t)
self:project(tg, target.x, target.y, function(px, py, tg, self)
local target = game.level.map(px, py, Map.ACTOR)
if target then
local eff = rng.table{"blind", "silence", "disarm", "pin", }
if eff == "blind" and target:canBe("blind") then target:setEffect(target.EFF_BLINDED, dur, {apply_power=self:combatSpellpower(), no_ct_effect=true})
elseif eff == "silence" and target:canBe("silence") then target:setEffect(target.EFF_SILENCED, dur, {apply_power=self:combatSpellpower(), no_ct_effect=true})
elseif eff == "disarm" and target:canBe("disarm") then target:setEffect(target.EFF_DISARMED, dur, {apply_power=self:combatSpellpower(), no_ct_effect=true})
elseif eff == "pin" and target:canBe("pin") then target:setEffect(target.EFF_PINNED, dur, {apply_power=self:combatSpellpower(), no_ct_effect=true})
end
end
end)
self:startTalentCooldown(t.id)
end
end,
info = function(self, t)
local chance = t.getChance(self,t)
local duration = t.getDuration(self,t)
return ([[You have a %d%% chance on dealing blight damage to cause the target to rot away, silencing, disarming, blinding or pinning them for %d turns. This effect has a cooldown.
At talent level 4, this affects targets in a radius 1 ball.
Your worms also have a %d%% chance to blind, silence, disarm or pin with their melee attacks, lasting 2 turns.
The chance to apply this effect will increase with your Spellpower.]]):
format(chance, duration, chance/2)
end,
}
newTalent{
name = "Worm Rot",
type = {"corruption/rot", 4},
require = corrs_req_high4,
points = 5,
cooldown = 8,
vim = 10,
range = 6,
requires_target = true,
tactical = { ATTACK = { ACID = 1, BLIGHT = 1 }, DISABLE = 4 },
getBurstDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 150) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 55) end,
proj_speed = 6,
spawn_carrion_worm = function (self, target, t)
local nb = 0
if game.level then
for _, act in pairs(game.level.entities) do
if act.summoner and act.summoner == self and act.carrion_worm then nb = nb + 1 end
end
end
if nb >= 5 then return nil end
local x, y = util.findFreeGrid(target.x, target.y, 10, true, {[Map.ACTOR]=true})
if not x then return nil end
local m = carrionworm(self, self, 10, x, y)
end,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t), talent=t, display={particle="bolt_slime"}}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(px, py)
local target = game.level.map(px, py, engine.Map.ACTOR)
if not target then return end
if target:canBe("disease") then
target:setEffect(target.EFF_WORM_ROT, 5, {src=self, dam=t.getDamage(self, t), burst=t.getBurstDamage(self, t), rot_timer = 5, apply_power=self:combatSpellpower()})
else
game.logSeen(target, "%s resists the worm rot!", target.name:capitalize())
end
game.level.map:particleEmitter(px, py, 1, "slime")
end)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
local burst = t.getBurstDamage(self, t)
return ([[Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal %0.2f acid and %0.2f blight damage.
If not cleared after five turns it will inflict %0.2f blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.]]):
format(damDesc(self, DamageType.ACID, (damage/2)), damDesc(self, DamageType.BLIGHT, (damage/2)), damDesc(self, DamageType.BLIGHT, (burst)))
end,
}