horrors.lua
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2019 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
newTalentType{ type="technique/horror", name = _t("horror techniques", "talent type"), hide = true, description = _t"Physical talents of the various horrors of the world." }
newTalentType{ type="psionic/horror", name = _t("horror techniques", "talent type"), hide = false, description = _t"Psionic talents of the various horrors of the world." }
newTalentType{ type="wild-gift/horror", name = _t("horror techniques", "talent type"), hide = false, description = _t"Psionic talents of the various horrors of the world." }
newTalentType{ no_silence=true, is_spell=true, type="spell/horror", name = _t("horror spells", "talent type"), hide = true, description = _t"Spell talents of the various horrors of the world." }
newTalentType{ no_silence=true, is_spell=true, type="corruption/horror", name = _t("horror spells", "talent type"), hide = true, description = _t"Spell talents of the various horrors of the world." }
newTalentType{ type="other/horror", name = _t("horror powers", "talent type"), hide = true, description = _t"Unclassified talents of the various horrors of the world." }
local oldTalent = newTalent
local newTalent = function(t) if type(t.hide) == "nil" then t.hide = true end return oldTalent(t) end
-- Bloated Horror Powers
-- Ideas; Mind Shriek (confusion, plus mental damge each turn), Hallucination (Clones that die on hit if the target makes a mental save)
-- Devourer Powers
newTalent{
name = "Frenzied Bite",
type = {"technique/horror", 3},
points = 5,
cooldown = 12,
stamina = 24,
tactical = { ATTACK = { PHYSICAL = 1 }, DISABLE = { cut = 2 } },
message = _t"In a frenzy @Source@ bites at @Target@!",
is_melee = true,
range = 1,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
on_pre_use = function(self, t, silent) if not self:hasEffect(self.EFF_FRENZY) then return false end return true end,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.7) end,
getBleedDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1.5, 3) end,
getHealingPenalty = function(self, t) return self:combatTalentLimit(t, 100, 15, 50) end, -- Limit to <100%
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not target or not self:canProject(tg, x, y) then return nil end
local hit = self:attackTarget(target, nil, t.getDamage(self, t), true)
if hit then
if target:canBe("cut") then
target:setEffect(target.EFF_DEEP_WOUND, 5, {src=self, heal_factor=t.getHealingPenalty(self, t), power=t.getBleedDamage(self, t)/5, apply_power=self:combatPhysicalpower()})
end
end
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
local bleed = t.getBleedDamage(self, t) * 100
local heal_penalty = t.getHealingPenalty(self, t)
return ([[A nasty bite that hits for %d%% weapon damage, reduces the targets healing by %d%%, and causes the target to bleed for %d%% weapon damage over 5 turns.
Only usable while frenzied.]]):tformat(damage, heal_penalty, bleed)
end,
}
newTalent{
name = "Frenzied Leap", -- modified ghoulish leap, only usable while in a frenzy
type = {"technique/horror", 1},
points = 5,
cooldown = 5,
tactical = { CLOSEIN = 3 },
direct_hit = true,
message = _t"@Source@ leaps forward in a frenzy!",
range = function(self, t) return math.floor(self:combatTalentScale(t, 2.4, 10)) end,
requires_target = true,
on_pre_use = function(self, t, silent) if not self:hasEffect(self.EFF_FRENZY) or self:attr("encased_in_ice") or self:attr("never_move") then return false end return true end,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t)}
local x, y, target = self:getTarget(tg)
if not x or not y then return nil end
if core.fov.distance(self.x, self.y, x, y) > self:getTalentRange(t) then return nil end
local block_actor = function(_, bx, by) return game.level.map:checkEntity(bx, by, Map.TERRAIN, "block_move", self) end
local l = self:lineFOV(x, y, block_actor)
local lx, ly, is_corner_blocked = l:step()
local tx, ty, _ = lx, ly
while lx and ly do
if is_corner_blocked or block_actor(_, lx, ly) then break end
tx, ty = lx, ly
lx, ly, is_corner_blocked = l:step()
end
-- Find space
if block_actor(_, tx, ty) then return nil end
local fx, fy = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not fx then
return
end
self:move(fx, fy, true)
return true
end,
info = function(self, t)
return ([[Leaps toward a target within range.
Only usable while frenzied.]]):tformat()
end,
}
newTalent{
name = "Gnashing Teeth",
type = {"technique/horror", 1},
points = 5,
cooldown = 3,
stamina = 8,
message = _t"@Source@ tries to bite @Target@ with razor sharp teeth!",
requires_target = true,
is_melee = true,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
tactical = { ATTACK = { PHYSICAL = 2 } },
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 0.5, 1) end,
getBleedDamage = function(self, t) return self:combatTalentWeaponDamage(t, 0.8, 1.5) end,
-- Limit crit, speed increase, -health to <100%
getPower = function(self, t) return self:combatLimit(self:combatTalentStatDamage(t, "con", 10, 50), 1, 0, 0, 0.357, 35.7) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 3, 7)) end,
do_devourer_frenzy = function(self, target, t)
game.logSeen(self, "The scent of blood sends the %ss into a frenzy!", self:getName():capitalize())
-- frenzy devourerers
local tg = {type="ball", range=0, radius=3, selffire=true, talent=t}
self:project(tg, target.x, target.y, function(px, py)
local target = game.level.map(px, py, engine.Map.ACTOR)
local reapplied = false
if target then
local actor_frenzy = false
if target.knowTalent and target:knowTalent(target.T_GNASHING_TEETH) then
actor_frenzy = true
end
if actor_frenzy then
-- silence the apply message if the target already has the effect
for eff_id, p in pairs(target.tmp) do
local e = target.tempeffect_def[eff_id]
if e.name == "Frenzy" then
reapplied = true
end
end
target:setEffect(target.EFF_FRENZY, t.getDuration(self, t), {crit = t.getPower(self, t)*100, power=t.getPower(self, t), dieat=t.getPower(self, t)}, reapplied)
end
end
end)
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not target or not self:canProject(tg, x, y) then return nil end
local hit = self:attackTarget(target, nil, t.getDamage(self, t), true)
if hit and target:canBe("cut") then
target:setEffect(target.EFF_CUT, 5, {power=t.getBleedDamage(self, t), src=self, apply_power=self:combatPhysicalpower()})
t.do_devourer_frenzy(self, target, t)
else
game.logSeen(target, "%s resists the cut!", target:getName():capitalize())
end
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
local bleed = t.getBleedDamage(self, t) * 100
local power = t.getPower(self, t) *100
return ([[Bites the target for %d%% weapon damage, potentially causing it to bleed for %d%% weapon damage over five turns.
If the target is affected by the bleed it will send the devourer into a frenzy for %d turns (which in turn will frenzy other nearby devourers).
The frenzy will increase global speed by %d%%, physical crit chance by %d%%, and prevent death until -%d%% life.]]):
tformat(damage, bleed, t.getDuration(self, t), power, power, power)
end,
}
-- Nightmare Horror Powers
newTalent{
name = "Abyssal Shroud",
type = {"spell/horror", 1},
points = 5,
cooldown = 10,
mana = 30,
cooldown = 12,
tactical = { ATTACKAREA = { DARKNESS = 2 }, DISABLE = 3 },
range = 6,
radius = 3,
direct_hit = true,
requires_target = true,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false}
end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 15, 40) end,
getDarknessPower = function(self, t) return self:combatTalentSpellDamage(t, 15, 40) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 5, 9)) end,
getLiteReduction = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
local _ _, _, _, x, y = self:canProject(tg, x, y)
-- Add a lasting map effect
game.level.map:addEffect(self,
x, y, t.getDuration(self, t),
DamageType.ABYSSAL_SHROUD, {dam=t.getDamage(self, t), power=t.getDarknessPower(self, t), lite=t.getLiteReduction(self, t)},
self:getTalentRadius(t),
5, nil,
{type="circle_of_death"},
nil, false
)
game:playSoundNear(self, "talents/fire")
return true
end,
info = function(self, t)
local duration = t.getDuration(self, t)
local damage = t.getDamage(self, t)
local light_reduction = t.getLiteReduction(self, t)
local darkness_resistance = t.getDarknessPower(self, t)
return ([[Creates a shroud of darkness over a radius 3 area that lasts %d turns. The shroud causes %0.2f darkness damage each turn, reduces light radius by %d, and darkness resistance by %d%% of those within.]]):
tformat(duration, damDesc(self, DamageType.DARKNESS, (damage)), light_reduction, darkness_resistance)
end,
}
-- Temporal Stalker Powers
-- Ideas; Damage Shift >:) Give more temporal effects, especially Warden effects, raise AP and add Temporal Damage on hit to mimic weapon folding, give invis rune
-- Void Horror Powers
newTalent{
name = "Echoes From The Void",
type = {"other/horror", 1},
points = 5,
message = _t"@Source@ shows @Target@ the madness of the void.",
cooldown = 10,
range = 10,
requires_target = true,
tactical = { ATTACK = { MIND = 3 }, DISABLE = 1.5 },
target = function(self, t) return {type="bolt", range=self:getTalentRange(t), talent=t, display={particle="bolt_dark", trail="darktrail"}} end,
direct_hit = true,
requires_target = true,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 10, 100) end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:projectile(tg, x, y, DamageType.VOID_ECHOES, t.getDamage(self, t))
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer %0.2f mind damage as well as resource damage (based off the mind damage and nature of the resource).]]):
tformat(damDesc(self, DamageType.MIND, (damage)))
end,
}
newTalent{
name = "Void Shards",
type = {"other/horror", 1},
points = 5,
message = _t"@Source@ summons void shards.",
cooldown = 20,
range = 10,
radius = 5, -- used by the the AI as additional range to the target
tactical = { ATTACK = { TEMPORAL = 2, PHYSICAL = 1 } },
requires_target = true,
target = SummonTarget,
onAIGetTarget = onAIGetTargetSummon,
aiSummonGrid = aiSummonGridMelee,
is_summon = true,
on_pre_use_ai = aiSummonPreUse,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 5, 50) end,
getExplosion = function(self, t) return self:combatTalentMindDamage(t, 20, 200) end,
getSummonTime = function(self, t) return math.floor(self:combatTalentScale(t, 7, 11)) end,
getNumber = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, "log")) end,
action = function(self, t)
local tg = {type="bolt", nowarning=true, range=self:getTalentRange(t), nolock=true, talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
target = self.ai_target.actor
if target == self then target = nil end
if self:getTalentLevel(t) < 5 then self:setEffect(self.EFF_SUMMON_DESTABILIZATION, 500, {power=5}) end
for i = 1, t.getNumber(self, t) do
-- Find space
local x, y = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to summon!")
break
end
local NPC = require "mod.class.NPC"
local m = NPC.new{
type = "horror", subtype = "temporal",
display = "h", color=colors.GREY, image = "npc/horror_temporal_void_horror.png",
name = _t"void shard", faction = self.faction,
desc = _t[[It looks like a small hole in the fabric of spacetime.]],
stats = { str=22, dex=20, wil=15, con=15 },
--level_range = {self.level, self.level},
exp_worth = 0,
max_life = resolvers.rngavg(5,10),
life_rating = 2,
rank = 2,
size_category = 1,
autolevel = "summoner",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_snake", target_last_seen = table.clone(self.ai_state.target_last_seen) },
combat_armor = 1, combat_def = 1,
combat = { dam=resolvers.levelup(resolvers.mbonus(40, 15), 1, 1.2), atk=15, apr=15, dammod={wil=0.8}, damtype=DamageType.TEMPORAL },
on_melee_hit = { [DamageType.TEMPORAL] = resolvers.mbonus(20, 10), },
infravision = 10,
no_breath = 1,
fear_immune = 1,
stun_immune = 1,
confusion_immune = 1,
silence_immune = 1,
ai_target = {actor=target}
}
m.faction = self.faction
m.summoner = self
m.summoner_gain_exp=true
m.summon_time = t.getSummonTime(self, t)
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")
m:setEffect(m.EFF_TEMPORAL_DESTABILIZATION_START, 2, {src=self, dam=t.getDamage(self, t), explosion=self:spellCrit(t.getExplosion(self, t))})
end
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
local number = self:getTalentLevelRaw(t)
local damage = t.getDamage(self, t)
local explosion = t.getExplosion(self, t)
return ([[Summons %d void shards. The void shards come into being destabilized and will suffer %0.2f temporal damage each turn for five turns. If they die while destabilized they'll explode for %0.2f temporal and %0.2f physical damage in a radius of 4.]]):
tformat(number, damDesc(self, DamageType.TEMPORAL, (damage)), damDesc(self, DamageType.TEMPORAL, (explosion/2)), damDesc(self, DamageType.PHYSICAL, (explosion/2)))
end,
}
-------------------------------------------
-- THE PUREQUESTION HORRORS AND ALL THAT --
-------------------------------------------
--Bladed Horror Talents
newTalent{
name = "Knife Storm",
type = {"psionic/horror",1},
points = 5,
random_ego = "attack",
psi = 25,
cooldown = 20,
tactical = { ATTACKAREA = { PHYSICAL = 2, stun = 1 } },
range = 0,
radius = 3,
requires_target = true,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false}
end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 5, 85) end,
getDuration = function(self, t) return
math.floor(self:combatScale(self:combatMindpower(0.05) + self:getTalentLevel(t)/2, 3, 0, 8.33, 5.33))
end,
action = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
self.x, self.y, t.getDuration(self, t),
DamageType.PHYSICALBLEED, t.getDamage(self, t),
3,
5, nil,
{type="knifestorm", only_one=true},
function(e)
e.x = e.src.x
e.y = e.src.y
return true
end,
false
)
game:playSoundNear(self, "talents/icestorm")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
local duration = t.getDuration(self, t)
return ([[Summon a storm of swirling blades to slice your foes, inflicting %d physical damage and bleeding to anyone who approaches for %d turns.
The damage and duration will increase with your Mindpower.]]):tformat(damDesc(self, DamageType.PHYSICAL, damage), duration)
end,
}
newTalent{
name = "Psionic Pull",
type = {"psionic/horror", 1},
points = 5,
cooldown = 6,
psi = 35,
tactical = { ATTACKAREA = {PHYSICAL = 2}, CLOSEIN = 2},
requires_target = true,
range = 0,
radius = function(self, t)
return 5
end,
target = function(self, t)
return {type="ball", range=0, friendlyfire=false, radius=self:getTalentRadius(t), talent=t}
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local tgts = {}
self:project(tg, self.x, self.y, function(px, py)
local target = game.level.map(px, py, Map.ACTOR)
if not target then return end
if self:reactionToward(target) < 0 and not tgts[target] then
tgts[target] = true
local ox, oy = target.x, target.y
target:pull(self.x, self.y, 2)
self:project({type="hit", range=10, friendlyfire=false, talent=t}, target.x, target.y, engine.DamageType.PHYSICAL, self:mindCrit(self:combatTalentMindDamage(t, 20, 120)))
if target.x ~= ox or target.y ~= oy then game.logSeen(target, "%s is pulled in!", target:getName():capitalize()) end
end
end)
return true
end,
info = function(self, t)
return ([[Pull all foes toward you in radius 5 while dealing %d physical damage.
The damage will increase with your mindpower.]]):tformat(damDesc(self, DamageType.PHYSICAL, self:combatTalentMindDamage(t, 20, 120)))
end,
}
newTalent{
name = "Razor Knife",
type = {"psionic/horror", 1},
points = 5,
psi = 18,
cooldown = 8,
range = 7,
random_ego = "attack",
tactical = { ATTACK = {PHYSICAL = 2} },
direct_hit = true,
requires_target = true,
target = function(self, t)
return {type="beam", range=self:getTalentRange(t), talent=t}
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.PHYSICAL, self:mindCrit(self:combatTalentMindDamage(t, 20, 200)), {type="bones"})
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
return ([[Launches a knife with intense power doing %0.2f physical damage to all targets in line.
The damage will increase with Mindpower]]):tformat(damDesc(self, DamageType.PHYSICAL, self:combatTalentMindDamage(t, 20, 200)))
end,
}
--Oozing Horror Talents
newTalent{
name = "Slime Wave",
type = {"wild-gift/horror",1},
points = 5,
random_ego = "attack",
equilibrium = 25,
cooldown = 10,
tactical = {ATTACKAREA = { NATURE=1 }, DISABLE = 2 },
direct_hit = true,
range = 0,
requires_target = true,
radius = function(self, t)
return 1 + 0.5 * t.getDuration(self, t)
end,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false}
end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 5, 90) end,
getDuration = function(self, t) return 9 + self:combatTalentMindDamage(t, 6, 7) end,
action = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
self.x, self.y, t.getDuration(self, t),
DamageType.SLIME, {dam=t.getDamage(self, t), power=0.15, x=self.x, y=self.y},
1,
5, nil,
MapEffect.new{color_br=30, color_bg=200, color_bb=60, effect_shader="shader_images/retch_effect.png"},
function(e, update_shape_only)
if not update_shape_only then e.radius = e.radius + 0.5 end
return true
end,
false
)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
local duration = t.getDuration(self, t)
local radius = self:getTalentRadius(t)
return ([[A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of %d, doing %0.2f slime damage for %d turns.
The damage and duration will increase with your Mindpower.]]):
tformat(radius, damDesc(self, DamageType.NATURE, damage), duration)
end,
}
newTalent{
name = "Tentacle Grab",
type = {"wild-gift/horror",1},
points = 5,
equilibrium = 10,
cooldown = 15,
range = 6,
tactical = { DISABLE = 1, CLOSEIN = 3 },
requires_target = true,
target = function(self, t) return {type="bolt", range=self:getTalentRange(t), talent=t} end,
getDamage = function(self, t) return self:combatTalentMindDamage(t, 5, 70) end,
getDuration = function(self, t) return 5 end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
local target = game.level.map(x, y, engine.Map.ACTOR)
if not x or not y or not target then return nil end
local crit = self:mindCrit(1)
if target:canBe("pin") and self:checkHit(self:combatMindpower(), target:combatPhysicalResist()) then
self:project(tg, x, y, function(px, py)
target:pull(self.x, self.y, tg.range)
if not target:attr("no_breath") and not target:attr("undead") and target:canBe("silence") then
target:setEffect(target.EFF_STRANGLE_HOLD, t.getDuration(self, t), {src=self, power=t.getDamage(self, t) * crit, damtype="SLIME"})
else
target:setEffect(target.EFF_CRUSHING_HOLD, t.getDuration(self, t), {src=self, power=t.getDamage(self, t) * crit, damtype="SLIME"})
end
end)
else
game.logSeen(target, "%s resists the grab!", target:getName():capitalize())
end
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
local duration = t.getDuration(self, t)
return ([[Grab a target and drag it to your side, holding it in place and silencing non-undead and creatures that need to breathe for %d turns.
The grab will also deal %0.2f slime damage per turn.
The damage will increase with your Mindpower.]]):
tformat(duration, damDesc(self, DamageType.SLIME, damage))
end,
}
newTalent{
short_name = "OOZE_SPIT", image = "talents/slime_spit.png",
name = "Ooze Spit",
type = {"wild-gift/horror", 1},
require = gifts_req3,
points = 5,
random_ego = "attack",
equilibrium = 4,
cooldown = 30,
tactical = { ATTACK = { NATURE = 2}, DISABLE = 1 },
range = 10,
direct_hit = true,
proj_speed = 8,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t), display={particle="bolt_arcane"}}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:projectile(tg, x, y, DamageType.SLIME, self:mindCrit(self:combatTalentStatDamage(t, "wil", 30, 290)), {type="slime"})
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
return ([[Spit slime at your target doing %0.2f nature damage and slowing it down by 30%% for 3 turns.
The damage will increase with the Dexterity stat]]):tformat(damDesc(self, DamageType.NATURE, self:combatTalentStatDamage(t, "dex", 30, 290)))
end,
}
newTalent{
short_name = "OOZE_ROOTS",
name = "Slime Roots",
type = {"wild-gift/horror", 1},
points = 5,
random_ego = "utility",
equilibrium = 5,
cooldown = 20,
tactical = { CLOSEIN = 2 },
requires_target = true,
range = function(self, t) return math.floor(self:combatTalentScale(t, 6, 10)) end,
radius = function(self, t)
return 1-- util.bound(4 - self:getTalentLevel(t) / 2, 1, 4)
end,
is_teleport = true,
action = function(self, t)
local range = self:getTalentRange(t)
local radius = self:getTalentRadius(t)
local tg = {type="ball", nolock=true, pass_terrain=true, nowarning=true, range=range, radius=radius, requires_knowledge=false}
local x, y = self:getTarget(tg)
if not x then return nil end
-- Target code does not restrict the self coordinates to the range, it lets the project function do it
-- but we cant ...
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, 1, "slime")
self:teleportRandom(x, y, self:getTalentRadius(t))
game.level.map:particleEmitter(self.x, self.y, 1, "slime")
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
local range = self:getTalentRange(t)
local radius = self:getTalentRadius(t)
return ([[You extend slimy roots into the ground, follow them, and re-appear somewhere else in a range of %d with error margin of %d.]]):tformat(range, radius)
end,
}
--Ak'Gishil
newTalent{
name = "Animate Blade",
type = {"spell/horror", 1},
cooldown = 1,
range = 10,
direct_hit = true,
tactical = { ATTACK = 2 },
action = function(self, t)
-- Find space
local x, y = util.findFreeGrid(self.x, self.y, 3, true, {[Map.ACTOR]=true})
if not x then
game.logPlayer(self, "Not enough space to invoke!")
return
end
-- Find an actor with that filter
local m = false
local no_inven = true
local list = mod.class.NPC:loadList("/data/general/npcs/horror.lua")
if self.is_akgishil and rng.percent(3) and not self.summoned_distort then
m = list.DISTORTED_BLADE:clone()
self.summoned_distort=1
no_inven = false
else
m = list.ANIMATED_BLADE:clone()
end
if m then
m.exp_worth = 0
m:resolve()
m:resolve(nil, true)
if no_inven then m:forgetInven(m.INVEN_INVEN) end
m.summoner = self
m.summon_time = 1000
if not self.is_akgishil then
m.summon_time = 15
m.ai_real = m.ai
m.ai = "summoned"
end
game.zone:addEntity(game.level, m, "actor", x, y)
if not self.player and self.ai_target.actor then m:setTarget(self.ai_target.actor) end
end
return true
end,
info = function(self, t)
return ([[Open a hole in space, summoning an animated blade for 15 turns.]]):tformat()
end,
}
newTalent{
name = "Drench",
type = {"wild-gift/horror",1},
points = 5,
random_ego = "attack",
equilibrium = 25,
cooldown = 10,
tactical = { DISABLE = 4 },
direct_hit = true,
range = 0,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2, 6)) end,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t}
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local grids = self:project(tg, self.x, self.y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if target then
target:setEffect(target.EFF_WET, 10, {})
end
end)
game.level.map:particleEmitter(self.x, self.y, tg.radius, "circle", {oversize=1.1, a=255, limit_life=16, grow=true, speed=0, img="healparadox", radius=tg.radius})
game:playSoundNear(self, "talents/tidalwave")
return true
end,
info = function(self, t)
local radius = self:getTalentRadius(t)
return ([[Blast a wave of water all around you with a radius of %d, making all creatures Wet for 10 turns.
The damage will increase with your Spellpower.]]):tformat(radius)
end,
}
newTalent{
name = "Blood Suckers",
type = {"wild-gift/other", 1},
message = _t"@Source@ tries to latch on and suck blood!",
points = 5,
cooldown = 2,
tactical = { ATTACK = { weapon = 2 } },
requires_target = true,
on_pre_use_ai = function(self, t, silent, fake) return self.ai_target.actor and (self.ai_target.actor:checkClassification("living") or rng.chance(2)) end, -- AI less likely to use against undead/constructs
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(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
if self:attackTarget(target, nil, 1.0, true) and target:checkClassification("living") then
local nb = (target:hasEffect(target.EFF_PARASITIC_LEECHES) and target:hasEffect(target.EFF_PARASITIC_LEECHES).nb or 0)
target:setEffect(target.EFF_PARASITIC_LEECHES, 5, {src=self, apply_power=self:combatAttack(), dam=self.level, nb=1, gestation=5})
if (target:hasEffect(target.EFF_PARASITIC_LEECHES) and target:hasEffect(target.EFF_PARASITIC_LEECHES).nb or 0) > nb then self:die(self) end
end
return true
end,
info = function(self, t)
local Pdam, Fdam = self:damDesc(DamageType.PHYSICAL, self.level/2), self:damDesc(DamageType.ACID, self.level/2)
return ([[Latch on to the target and suck their blood, doing %0.2f physical and %0.2f acid damage per turn.
After 5 turns of drinking, drop off and gain the ability to Multiply.
Damage scales with your level.
]]):tformat(Pdam, Fdam)
end,
}