artifice.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
local DamageType = require "engine.DamageType"
local Object = require "engine.Object"
local Map = require "engine.Map"
local Chat = require "engine.Chat"
-- equipable artifice tool talents and associated mastery talents
-- to add a new tool, define a tool talent and a mastery talent and update this table
artifice_tool_tids = {T_HIDDEN_BLADES="T_ASSASSINATE", T_SMOKESCREEN="T_SMOKESCREEN_MASTERY", T_ROGUE_S_BREW="T_ROGUE_S_BREW_MASTERY", T_DART_LAUNCHER="T_DART_LAUNCHER_MASTERY", T_GRAPPLING_HOOK="T_GRAPPLING_HOOK_MASTERY",}
Talents.artifice_tool_tids = artifice_tool_tids
-- Hook to show artifices on the doll
class:bindHook("Actor:updateModdableTile:middle", function(self, data)
if not self.artifice_tools then return end
for _, tool in pairs(self.artifice_tools) do
local img = self:callTalent(tool, "getDollImage")
if img then
data.add[#data.add+1] = {image = data.base..img..".png", auto_tall=1}
end
end
end)
--- initialize artifice tools, update mastery level and unlearn any unselected tools talents
function artifice_tools_setup(self, t)
self.artifice_tools = self.artifice_tools or {}
self:setTalentTypeMastery("cunning/tools", self:getTalentMastery(t))
for tid, m_tid in pairs(artifice_tool_tids) do
if self:knowTalent(tid) then
local slot
for slot_id, tool_id in pairs(self.artifice_tools) do
if tool_id == tid then slot = slot_id break end
end
if not slot then self:unlearnTalentFull(tid) end
end
if self.artifice_tools_mastery == tid then
local m_level = self:getTalentLevelRaw(self.T_MASTER_ARTIFICER)
if self:getTalentLevelRaw(m_tid) ~= m_level then
self:unlearnTalentFull(m_tid)
self:learnTalent(m_tid, true, m_level, {no_unlearn=true})
end
elseif self:knowTalent(m_tid) then
self:unlearnTalentFull(m_tid)
end
end
return true
end
--- generate a textual list of available artifice tools
function artifice_tools_get_descs(self, t)
if not self.artifice_tools then artifice_tools_setup(self, t) end
local tool_descs = {}
for tool_id, mt in pairs(artifice_tool_tids) do
local tool, desc = self:getTalentFromId(tool_id)
local prepped = self.artifice_tools[t.id] == tool_id
if prepped then
desc = ("#YELLOW#%s (prepared, level %s)#LAST#:\n"):tformat(tool.name, self:getTalentLevelRaw(tool))
else
desc = tool.name..":\n"
end
if tool.short_info then
desc = desc..tool.short_info(self, tool, t).."\n"
else
desc = desc.._t"#GREY#(see talent description)#LAST#\n"
end
tool_descs[#tool_descs+1] = desc
end
return table.concatNice(tool_descs, "\n\t")
end
--- NPC's automatically pick a tool for each tool slot if needed
-- used as the talent on_pre_use_ai function
-- this causes newly spawned NPC's to prepare their tools the first time they check for usable talents
function artifice_tools_npc_select(self, t, silent, fake)
if not self.artifice_tools[t.id] then -- slot is empty: pick a tool
local tool_ids = table.keys(artifice_tool_tids)
local tid = rng.tableRemove(tool_ids)
while tid do
if not self:knowTalent(tid) then -- select the tool
self:learnTalent(tid, true, self:getTalentLevelRaw(t), {no_unlearn=true})
self.artifice_tools[t.id] = tid
if game.party:hasMember(self) then -- cooldowns for party members
self:startTalentCooldown(t); self:startTalentCooldown(tid)
self:useEnergy()
end
game.logSeen(self, "#GREY#You notice %s has prepared: %s.", self:getName():capitalize(), self:getTalentFromId(tid).name)
break
end
tid = rng.tableRemove(tool_ids)
end
end
return false -- npc's don't need to actually use the tool slot talents
end
newTalent{
name = "Rogue's Tools",
type = {"cunning/artifice", 1},
points = 5,
require = cuns_req_high1,
cooldown = 10,
stamina = 0, -- forces learning stamina pool (npcs)
no_unlearn_last = true,
on_pre_use = artifice_tools_setup,
on_learn = function(self, t)
self:attr("show_gloves_combat", 1)
end,
on_unlearn = function(self, t)
self:attr("show_gloves_combat", -1)
end,
tactical = {BUFF = 2},
on_pre_use_ai = artifice_tools_npc_select, -- NPC's automatically pick a tool
action = function(self, t)
local chat = Chat.new("artifice", {}, self, {player=self, slot=1, chat_tid=t.id, tool_ids=artifice_tool_tids})
local d = chat:invoke()
d.key:addBinds{ EXIT = function()
game:unregisterDialog(d)
end}
local tool_id, m_id = self:talentDialog(d)
artifice_tools_setup(self, t)
self:updateModdableTile()
return tool_id ~= nil -- only use energy/cooldown if a tool was prepared
end,
info = function(self, t)
local descs = artifice_tools_get_descs(self, t)
return ([[With some advanced preparation, you learn to create and equip one of a number of useful tools (at #YELLOW#level %d#WHITE#):
%s
Preparing a tool sets its talent level and puts it on cooldown.
]]):tformat(self:getTalentLevelRaw(t), descs)
end,
}
newTalent{
name = "Cunning Tools",
type = {"cunning/artifice", 2},
points = 5,
require = cuns_req_high2,
cooldown = 10,
stamina = 0, -- forces learning stamina pool (npcs)
no_unlearn_last = true,
on_pre_use = artifice_tools_setup,
tactical = {BUFF = 2},
on_pre_use_ai = artifice_tools_npc_select, -- NPC's automatically pick a tool
action = function(self, t)
local chat = Chat.new("artifice", self, self, {player=self, slot=2, chat_tid=t.id, tool_ids=artifice_tool_tids})
local d = chat:invoke()
d.key:addBinds{ EXIT = function()
game:unregisterDialog(d)
end}
local tool_id, m_id = self:talentDialog(d)
artifice_tools_setup(self, t)
self:updateModdableTile()
return tool_id ~= nil -- only use energy/cooldown if a tool was prepared
end,
info = function(self, t)
local descs = artifice_tools_get_descs(self, t)
return ([[With some advanced preparation, you learn to create and equip a second tool (at #YELLOW#level %d#WHITE#):
%s
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
]]):tformat(self:getTalentLevelRaw(t), descs)
end,
}
newTalent{
name = "Intricate Tools",
type = {"cunning/artifice", 3},
require = cuns_req_high3,
points = 5,
cooldown = 10,
stamina = 0, -- forces learning stamina pool (npcs)
no_unlearn_last = true,
on_pre_use = artifice_tools_setup,
tactical = {BUFF = 2},
on_pre_use_ai = artifice_tools_npc_select, -- NPC's automatically pick a tool
action = function(self, t)
local chat = Chat.new("artifice", self, self, {player=self, slot=3, chat_tid=t.id, tool_ids=artifice_tool_tids})
local d = chat:invoke()
d.key:addBinds{ EXIT = function()
game:unregisterDialog(d)
end}
local tool_id, m_id = self:talentDialog(d)
artifice_tools_setup(self, t)
self:updateModdableTile()
return tool_id ~= nil -- only use energy/cooldown if a tool was prepared
end,
info = function(self, t)
local descs = artifice_tools_get_descs(self, t)
return ([[With some advanced preparation, you learn to create and equip a third tool (at #YELLOW#level %d#WHITE#):
%s
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
]]):tformat(self:getTalentLevelRaw(t), descs)
end,
}
newTalent{
name = "Master Artificer",
type = {"cunning/artifice", 4},
require = cuns_req_high4,
points = 5,
cooldown = 10,
stamina = 0, -- forces learning stamina pool (npcs)
no_energy = true,
no_unlearn_last = true,
on_pre_use = artifice_tools_setup,
tactical = {BUFF = 2},
on_pre_use_ai = function(self, t, silent, fake) -- npc's automatically master a tool they have prepared
if self.artifice_tools and not self.artifice_tools_mastery then
game:onTickEnd(function()
local tools = table.values(self.artifice_tools)
while #tools > 0 do
local tool_id = rng.tableRemove(tools)
local m_tid = artifice_tool_tids[tool_id]
if m_tid then -- note: talent level affects AI use
local tl = self:getTalentLevelRaw(m_tid)
if self:learnTalent(m_tid, true, self:getTalentLevelRaw(t) - tl) then
self.artifice_tools_mastery = tool_id
if game.party:hasMember(self) then -- cooldowns for party members
self:startTalentCooldown(t); self:startTalentCooldown(tool_id); self:startTalentCooldown(m_tid)
end
break
end
end
end
end)
end
return false
end,
action = function(self, t)
local chat = Chat.new("artifice-mastery", self, self, {player=self, chat_tid=t.id, tool_ids=artifice_tool_tids})
local d = chat:invoke()
d.key:addBinds{ EXIT = function()
game:unregisterDialog(d)
end}
local tool_id = self:talentDialog(d)
artifice_tools_setup(self, t)
self:updateModdableTile()
return tool_id ~= nil -- only use energy/cooldown if a new tool was mastered
end,
info = function(self, t)
local tool = _t"none"
if self.artifice_tools_mastery then
tool = self:getTalentFromId(self.artifice_tools_mastery).name
end
--- generate a textual list of available artifice tools enhancements
if not self.artifice_tools then artifice_tools_setup(self, t) end
local mastery_descs = {}
for tool_id, m_tid in pairs(artifice_tool_tids) do
local tool, mt = self:getTalentFromId(tool_id), self:getTalentFromId(m_tid)
if mt then
local desc
local prepped = self.artifice_tools_mastery == tool_id
if prepped then
desc = ("#YELLOW#%s (%s)#LAST#\n"):tformat(tool.name, mt.name)
else
desc = ("%s (%s)\n"):tformat(tool.name, mt.name)
end
if mt.short_info then
desc = desc..mt.short_info(self, mt).."\n"
else
desc = desc.._t"#GREY#(see talent description)#LAST#\n"
end
mastery_descs[#mastery_descs+1] = desc
end
end
mastery_descs = table.concatNice(mastery_descs, "\n\t")
return ([[You become a master of your craft, allowing you to focus on a single tool (#YELLOW#currently %s#LAST#) to greatly improve its capabilities:
%s
The effects depend on this talent's level.
Mastering a new tool places it (and its special effects, as appropriate) on cooldown.]]):tformat(tool, mastery_descs)
end,
}
--====================--
-- Rogue's tools and enhancements
--====================--
newTalent{
name = "Hidden Blades",
type = {"cunning/tools", 1},
mode = "passive",
points = 1,
cooldown = 4,
getDollImage = function(self, t) return self:knowTalent(self.T_ASSASSINATE) and "artifices/mastery_hidden_blades" or "artifices/hidden_blades" end,
getDamage = function (self, t) return self:combatTalentWeaponDamage(t, 1.0, 1.8) end,
no_break_stealth = true,
callbackOnCrit = function(self, t, kind, dam, chance, target)
if not target then return end
if target.turn_procs.hb then return end
if not self:isTalentCoolingDown(t) then
target.turn_procs.hb = true
local oldlife = target.life
self:logCombat(target, "#Source# strikes #target# with hidden blades!")
self:attackTarget(target, nil, t.getDamage(self,t), true, true)
if self:knowTalent(self.T_ASSASSINATE) then
local scale = nil
scale = self:callTalent(self.T_ASSASSINATE, "getBleed")
local life_diff = oldlife - target.life
if life_diff > 0 and target:canBe('cut') and scale then
target:setEffect(target.EFF_CUT, 5, {power=life_diff * scale / 5, src=self})
end
end
self:startTalentCooldown(t)
end
end,
short_info = function(self, t, slot_talent)
return ([[Melee criticals trigger an extra unarmed attack, inflicting %d%% damage. 4 turn cooldown.]]):tformat(t.getDamage(self, slot_talent)*100)
end,
info = function(self, t)
local dam = t.getDamage(self, t)
local slot = _t"not prepared"
for slot_id, tool_id in pairs(self.artifice_tools or {}) do
if tool_id == t.id then slot = self:getTalentFromId(slot_id).name break end
end
return ([[You conceal spring loaded blades within your equipment. On scoring a critical strike, you follow up with your blades for %d%% damage (as an unarmed attack).
This talent has a cooldown.
#YELLOW#Prepared with: %s#LAST#]]):tformat(dam*100, slot)
end,
}
newTalent{
name = "Assassinate",
type = {"cunning/tools", 1},
points = 1,
cooldown = 8,
stamina = 10,
message = false,
tactical = { ATTACK = 3 },
requires_target = true,
is_melee = true,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
range = 1,
on_pre_use = function(self, t, silent, fake)
if not self:knowTalent(self.T_HIDDEN_BLADES) then
if not silent then game.logPlayer(self, "You must have Hidden Blades prepared to use this talent.") end
return
end
return true
end,
getDamage = function (self, t) return self:combatTalentWeaponDamage(self:getTalentFromId(self.T_MASTER_ARTIFICER), 1.8, 3.0) end,
getBleed = function(self, t) return self:combatTalentScale(self:getTalentFromId(self.T_MASTER_ARTIFICER), 0.3, 1) end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not target or not self:canSee(target) or not self:canProject(tg, x, y) then return nil end
target.turn_procs.hb = true -- prevent a crit against this target from triggering an additional hidden blades attack
self.turn_procs.auto_melee_hit = true
-- store old values to restore later
local apr, rpen, evasion = self.combat_apr, self.resists_pen.PHYSICAL, target.evasion
self:attr("combat_apr", 10000)
self:attr("ignore_enemy_resist", 1)
target.evasion = 0
local bleed = t.getBleed(self, t)
local oldlife = target.life
self:logCombat(target, "#Source# strikes at a vital spot on #target#!")
local do_attack = function() self:attackTarget(target, nil, t.getDamage(self, t), true, true) end
local ok, err = pcall(do_attack)
if ok then ok, err = pcall(do_attack) end
self.combat_apr, target.evasion = apr, evasion
self:attr("ignore_enemy_resist", -1)
if not ok then error(err) end
self.turn_procs.auto_melee_hit = nil
local life_diff = oldlife - target.life
if life_diff > 0 and target:canBe('cut') and bleed then
target:setEffect(target.EFF_CUT, 5, {power=life_diff * bleed / 5, src=self})
end
return true
end,
short_info = function(self, t)
return ([[You prime your Hidden Blades to cause bleeding and facilitate the Assassinate ability, which allows you to strike twice for %d%% unarmed damage, hitting automatically while ignoring armor and resistance.]]):tformat(t.getDamage(self, t)*100)
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
local bleed = t.getBleed(self,t) * 100
return ([[You strike your target with your Hidden Blades twice in a vital spot for %d%% unarmed (physical) damage. You must be able to see your target to use this attack, but it always hits and ignores all armor and physical resistance.
In addition, your hidden blades now inflict a further %d%% of all damage dealt as bleeding over 5 turns.]])
:tformat(damage, bleed)
end,
}
newTalent{
name = "Rogue's Brew",
type = {"cunning/tools", 1},
points = 1,
cooldown = 20,
getDollImage = function(self, t) return self:knowTalent(self.T_ROGUE_S_BREW_MASTERY) and "artifices/mastery_rogues_brew" or "artifices/rogues_brew" end,
no_break_stealth = true,
tactical = { HEAL = 1.5, STAMINA = 1.5,
CURE = function(self, t, target)
local num, max = 0, t.getCure(self, t)
for eff_id, p in pairs(self.tmp) do
local e = self.tempeffect_def[eff_id]
if e.type == "physical" and e.status == "detrimental" then
num = num + 1
if num >= max then break end
end
end
return (2*num)^.5
end
},
getHeal = function(self, t)
return self:combatStatScale("cun", 10, 200, 0.7) + self:combatTalentScale(t, 20, 200, 0.7)
end,
getStam = function(self, t)
return self:combatStatScale("cun", 5, 50, 0.75) + self:combatTalentScale(t, 5, 50, 0.75)
end,
getCure = function(self, t) return math.floor(self:combatTalentScale(t, 1, 3, "log")) end,
action = function(self, t)
local life = t.getHeal(self, t)
local sta = t.getStam(self, t)
local effs = {}
-- Go through all temporary effects
for eff_id, p in pairs(self.tmp) do
local e = self.tempeffect_def[eff_id]
if e.type == "physical" and e.status == "detrimental" then
effs[#effs+1] = {"effect", eff_id}
end
end
for i = 1, t.getCure(self, t) do
if #effs == 0 then break end
local eff = rng.tableRemove(effs)
if eff[1] == "effect" then
self:removeEffect(eff[2])
known = true
end
end
if known then
game.logSeen(self, "%s is cured!", self:getName():capitalize())
end
self:incStamina(sta)
self:attr("allow_on_heal", 1)
self:heal(life, self)
self:attr("allow_on_heal", -1)
if self:knowTalent(self.T_ROGUE_S_BREW_MASTERY) then self:setEffect(self.EFF_ROGUE_S_BREW, 8, {power = self:callTalent(self.T_ROGUE_S_BREW_MASTERY, "getDieAt")}) end
return true
end,
short_info = function(self, t, slot_talent)
return ([[Prepare a potion that restores %d life, %d stamina, and cures %d negative physical effects. 20 turn cooldown.]]):tformat(t.getHeal(self, slot_talent), t.getStam(self, slot_talent), t.getCure(self, slot_talent))
end,
info = function(self, t)
local heal = t.getHeal(self, t)
local sta = t.getStam(self, t)
local cure = t.getCure(self,t)
local slot = _t"not prepared"
for slot_id, tool_id in pairs(self.artifice_tools or {}) do
if tool_id == t.id then slot = self:getTalentFromId(slot_id).name break end
end
return ([[Imbibe a potent mixture of energizing and restorative substances, restoring %d life, %d stamina and curing %d detrimental physical effects. The restorative effects improve with your Cunning.
#YELLOW#Prepared with: %s#LAST#]]):tformat(heal, sta, cure, slot)
end,
}
newTalent{
name = "Rogue's Brew Mastery",
type = {"cunning/tools", 1},
mode = "passive",
points = 1,
getDieAt = function(self, t) return self:combatTalentScale(self:getTalentFromId(self.T_MASTER_ARTIFICER), 100, 600) end,
short_info = function(self, t)
return ([[Your Rogue's Brew fortifies you for 8 turns, preventing you from dying until you reach -%d life.]]):tformat(t.getDieAt(self, t))
end,
info = function(self, t)
return ([[Adjust your Rogue's Brew formulation so that it fortifies you for 8 turns, preventing you from dying until you reach -%d life.]]):tformat(t.getDieAt(self,t))
end,
}
newTalent{
name = "Smokescreen",
type = {"cunning/tools", 1},
points = 1,
cooldown = 15,
stamina = 10,
range = 6,
direct_hit = true,
tactical = { ESCAPE = 2, DISABLE = {blind = 2} },
requires_target = true,
no_break_stealth = true,
radius = 2,
getDollImage = function(self, t) return self:knowTalent(self.T_SMOKESCREEN_MASTERY) and "artifices/mastery_smokescreen" or "artifices/smokescreen" end,
getDamage = function(self,t)
if self:knowTalent(self.T_SMOKESCREEN_MASTERY) then
return self:callTalent(self.T_SMOKESCREEN_MASTERY, "getDamage")
else
return 0
end
end,
getDuration = function(self, t) return math.ceil(self:combatTalentScale(t, 3, 5)) end,
getSightLoss = function(self, t) return math.floor(self:combatTalentScale(t,1, 6, "log", 0, 4)) end, -- 1@1 6@5
target = function(self, t) return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(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, function(px, py)
local e = Object.new{
block_sight=true,
temporary = t.getDuration(self, t),
x = px, y = py,
canAct = false,
act = function(self)
local t = self.summoner:getTalentFromId(self.summoner.T_SMOKESCREEN)
local rad = 2
local Map = require "engine.Map"
self:useEnergy()
local actor = game.level.map(self.x, self.y, Map.ACTOR)
if actor then
self.summoner:project({type="hit", range=10, talent=self.summoner:getTalentFromId(self.summoner.T_SMOKESCREEN)}, actor.x, actor.y, engine.DamageType.SMOKESCREEN,
{
dam=self.summoner:callTalent(self.summoner.T_SMOKESCREEN, "getSightLoss"),
poison=self.summoner:callTalent(self.summoner.T_SMOKESCREEN, "getDamage")
})
end
self.temporary = self.temporary - 1
if self.temporary <= 0 then
if self.particles then game.level.map:removeParticleEmitter(self.particles) end
game.level.map:remove(self.x, self.y, engine.Map.TERRAIN+rad)
self.smokeBomb = nil
game.level:removeEntity(self)
game.level.map:scheduleRedisplay()
end
end,
summoner_gain_exp = true,
summoner = self,
}
e.smokeBomb = e -- used for checkAllEntities to return the dark Object itself
game.level:addEntity(e)
game.level.map(px, py, Map.TERRAIN+self:getTalentRadius(t), e)
e.particles = Particles.new("creeping_dark", 1, { })
e.particles.x = px
e.particles.y = py
game.level.map:addParticleEmitter(e.particles)
end, nil, {type="dark"})
game:playSoundNear(self, "talents/breath")
game.level.map:redisplay()
return true
end,
short_info = function(self, t, slot_talent)
return ([[Throw a smokebomb creating a radius 2 cloud of smoke, lasting %d turns, that blocks sight and reduces enemies' vision by %d. 15 turn cooldown.]]):tformat(t.getDuration(self, slot_talent), t.getSightLoss(self, slot_talent))
end,
info = function(self, t)
local slot = _t"not prepared"
for slot_id, tool_id in pairs(self.artifice_tools or {}) do
if tool_id == t.id then slot = self:getTalentFromId(slot_id).name break end
end
return ([[Throw a vial of volatile liquid that explodes in a radius %d cloud of smoke lasting %d turns. The smoke blocks line of sight, and enemies within will have their vision range reduced by %d.
Use of this talent will not break stealth, and creatures affected by the smokes can never prevent you from activating stealth, even if their proximity would normally forbid it.
#YELLOW#Prepared with: %s#LAST#]]):
tformat(self:getTalentRadius(t), t.getDuration(self, t), t.getSightLoss(self,t), slot)
end,
}
newTalent{
name = "Smokescreen Mastery",
type = {"cunning/tools", 1},
points = 1,
mode = "passive",
getDamage = function (self, t) return 30 + self:combatTalentStatDamage(self:getTalentFromId(self.T_MASTER_ARTIFICER), "cun", 10, 150) end,
short_info = function(self, t)
return ([[Your Smokescreen is infused with chokedust. Enemies in the smoke take %0.2f nature damage and may be silenced.]]):tformat(t.getDamage(self, t))
end,
info = function(self, t)
return ([[You infuse your smoke bomb with chokedust. Each turn, enemies in the smoke take %0.2f nature damage and are 50%% likely to be silenced.]]):
tformat(damDesc(self, DamageType.NATURE, t.getDamage(self,t)))
end,
}
newTalent{
name = "Dart Launcher",
type = {"cunning/tools", 1},
points = 1,
tactical = { ATTACK = {PHYSICAL = 1},
DISABLE = function(self, t, target)
return target:checkClassification("unliving") and 0 or self:knowTalent(self.T_DART_LAUNCHER_MASTERY) and 2 or {sleep = 1, poison = 1}
end
},
range = 5,
no_energy = true,
cooldown = 10,
stamina = 5,
requires_target = true,
no_break_stealth = true,
getDollImage = function(self, t) return self:knowTalent(self.T_DART_LAUNCHER_MASTERY) and "artifices/mastery_dart_launcher" or "artifices/dart_launcher" end,
getDamage = function(self, t) return 15 + self:combatTalentStatDamage(t, "cun", 12, 150) end,
getSleepPower = function(self, t) return 15 + self:combatTalentStatDamage(t, "cun", 15, 180) end,
target = function(self, t)
return {type="bolt", range=self:getTalentRange(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
if not tg then return nil end
local slow = 0
if self:knowTalent(self.T_DART_LAUNCHER_MASTERY) then slow = self:callTalent(self.T_DART_LAUNCHER_MASTERY, "getSlow") end
self:project(tg, x, y, function(px, py)
local target = game.level.map(px, py, engine.Map.ACTOR)
if not target then return nil end
self:project(tg, x, y, DamageType.PHYSICAL, self:physicalCrit(t.getDamage(self,t)))
if target:checkClassification("living") and (self:knowTalent(self.T_DART_LAUNCHER_MASTERY) or target:canBe("sleep") and target:canBe("poison")) then
target:setEffect(target.EFF_SEDATED, 4, {src=self, power=t.getSleepPower(self,t), slow=slow, insomnia=20, no_ct_effect=true, apply_power=self:combatAttack()})
game.level.map:particleEmitter(target.x, target.y, 1, "generic_charge", {rm=180, rM=200, gm=100, gM=120, bm=30, bM=50, am=70, aM=180})
else
game.logSeen(self, "%s resists the sedation!", target:getName():capitalize())
end
end)
return true
end,
short_info = function(self, t, slot_talent)
return ([[Fire a poisoned dart dealing %0.2f physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.]]):tformat(t.getDamage(self, slot_talent))
end,
info = function(self, t)
local dam = t.getDamage(self,t)
local power = t.getSleepPower(self,t)
local slot = _t"not prepared"
for slot_id, tool_id in pairs(self.artifice_tools or {}) do
if tool_id == t.id then slot = self:getTalentFromId(slot_id).name break end
end
return ([[Fire a poisoned dart from a silent, concealed launcher on your person that deals %0.2f physical damage and puts the target (living only) to sleep for 4 turns, rendering them unable to act. Every %d points of damage the target takes brings it closer to waking by 1 turn.
This can be used without breaking stealth.
#YELLOW#Prepared with: %s#LAST#]]):
tformat(damDesc(self, DamageType.PHYSICAL, dam), power, slot)
end,
}
newTalent{
name = "Dart Launcher Mastery",
type = {"cunning/tools", 1},
mode = "passive",
points = 1,
getSlow = function(self, t) return self:combatTalentLimit(self:getTalentFromId(self.T_MASTER_ARTIFICER), 50, 20, 40)/100 end,
short_info = function(self, t)
return ([[Your darts ignore poison and sleep immunity and waking targets are slowed by %d%% for 4 turns.]]):tformat(t.getSlow(self, t)*100)
end,
info = function(self, t)
return ([[The sleeping poison of your Dart Launcher becomes potent enough to ignore immunity, and upon waking the target is slowed by %d%% for 4 turns.]]):
tformat(t.getSlow(self, t)*100)
end,
}
newTalent{
name = "Grappling Hook",
type = {"cunning/tools", 1},
points = 1,
tactical = { DISABLE = {pin = 1}, CLOSEIN = 3 },
range = function(self, t) return self:combatTalentScale(t, 4, 7) end,
message = false,
cooldown = 8,
stamina = 14,
requires_target = true,
getDollImage = function(self, t) return self:knowTalent(self.T_GRAPPLING_HOOK_MASTERY) and "artifices/mastery_grappling_hook" or "artifices/grappling_hook" end,
target = function(self, t) return {type="bolt", range=self:getTalentRange(t), talent=t, nolock=true} 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
local dist = core.fov.distance(self.x, self.y, x, y)
if dist > tg.range then return end
if dist <= 1 then
game.logPlayer(self, "You are too close to your target to swing your hook effectively!")
return
end
local ok = true
self:project(tg, x, y, function(px, py)
print(("Grappling hook projection at (%s, %s) vs target (%s, %s)"):format(px, py, x, y))
local target = game.level.map(px, py, engine.Map.ACTOR)
if target then -- hook actor
local tx, ty
local size = target.size_category - self.size_category
if size >= 1 or not target:canBe("knockback") then
if self:attr("never_move") then game.logPlayer(self, "You cannot move!") ok = false return end
local block_actor = function(_, bx, by) return game.level.map:checkEntity(bx, by, Map.TERRAIN, "block_move", self) end
local linestep = self:lineFOV(x, y, block_actor)
local lx, ly, is_corner_blocked
repeat -- make sure each tile is passable
tx, ty = lx, ly
lx, ly, is_corner_blocked = linestep:step()
until is_corner_blocked or not lx or not ly or game.level.map:checkAllEntities(lx, ly, "block_move", self)
if not tx or not ty or core.fov.distance(x, y, tx, ty) > 1 then ok = false return end
end
local dam, dam2 = 0, 0
local hit = false
self:logCombat(target, "#Source# throws a grappling hook at #target#!")
if self:knowTalent(self.T_GRAPPLING_HOOK_MASTERY) then -- unarmed attack
dam = self:callTalent(self.T_GRAPPLING_HOOK_MASTERY, "getDamage")
dam2 = self:callTalent(self.T_GRAPPLING_HOOK_MASTERY, "getSecondaryDamage")
hit = self:attackTarget(target, nil, dam, true, true)
else
hit = self:attackTargetWith(target, {}, nil, 0)
end
if hit then
self:logCombat(target, "#Source#'s grappling hook latches onto #target#!")
else
return
end
if size >= 1 or not target:canBe("knockback") then
self:logCombat(target, "#Source# is dragged towards #target#!")
local ox, oy = self.x, self.y
self:move(tx, ty, true)
if config.settings.tome.smooth_move > 0 then
self:resetMoveAnim()
self:setMoveAnim(ox, oy, 8, 5)
end
else
self:logCombat(target, "#Target# is dragged towards #source#!")
target:pull(self.x, self.y, tg.range)
end
if target:canBe("pin") then
target:setEffect(target.EFF_PINNED, 2, {apply_power=self:combatAttack()})
else
game.logSeen(target, "%s resists the pin!", target:getName():capitalize())
end
if dam > 0 then
if target:canBe("cut") then target:setEffect(target.EFF_CUT, 4, {power=dam2/4, src=self, no_ct_effect=true}) end
if target:canBe("poison") then target:setEffect(target.EFF_POISONED, 4, {power=dam2/4, src=self, no_ct_effect=true}) end
end
else -- anchor to terrain
if game.level.map:checkAllEntities(x, y, "block_move", target) then
if self:attr("never_move") then game.logPlayer(self, "You cannot move!") ok = false return end
local block_actor = function(_, bx, by) return game.level.map:checkEntity(bx, by, Map.TERRAIN, "block_move") end
local linestep = self:lineFOV(x, y, block_actor)
local tx, ty, lx, ly, is_corner_blocked
repeat -- make sure each tile is passable
tx, ty = lx, ly
lx, ly, is_corner_blocked = linestep:step()
until is_corner_blocked or not lx or not ly or game.level.map:checkAllEntities(lx, ly, "block_move")
if not tx or core.fov.distance(self.x, self.y, tx, ty) <= 1 then
game.logPlayer(self, "You need more room to swing your hook effectively.")
ok = false return
end
game.logSeen(self, "%s uses a grappling hook to pull %s %s!", self:getName():capitalize(), self:his_her_self(), game.level.map:compassDirection(tx - self.x, ty - self.y))
local ox, oy = self.x, self.y
self:move(tx, ty, true)
if config.settings.tome.smooth_move > 0 then
self:resetMoveAnim()
self:setMoveAnim(ox, oy, 8, 5)
end
else
ok = false
game.logPlayer(self, "You must anchor the hook to something solid.")
end
end
end)
return ok
end,
short_info = function(self, t, slot_talent)
return ([[Throw a grappling hook up to range %d that drags you towards the target or the target towards you. 8 turn cooldown.]]):tformat(t.range(self, slot_talent))
end,
info = function(self, t)
local range = t.range(self,t)
local slot = _t"not prepared"
for slot_id, tool_id in pairs(self.artifice_tools or {}) do
if tool_id == t.id then slot = self:getTalentFromId(slot_id).name break end
end
return ([[Toss out a grappling hook to a target within range %d. If this strikes either a wall or a creature that is immovable or larger than you, you will pull yourself towards it, otherwise, you will drag the target towards you. Creatures struck by the hook will be pinned for 2 turns.
Your grapple target must be at least 2 tiles from you.
#YELLOW#Prepared with: %s#LAST#]]):
tformat(range, slot)
end,
}
newTalent{
name = "Grappling Hook Mastery",
type = {"cunning/tools", 1},
mode = "passive",
points = 1,
getDamage = function (self, t) return self:combatTalentWeaponDamage(self:getTalentLevel(self.T_MASTER_ARTIFICER), 1.0, 1.9) end,
getSecondaryDamage = function (self, t) return 30 + self:combatTalentStatDamage(self:getTalentFromId(self.T_MASTER_ARTIFICER), "cun", 15, 200) end,
short_info = function(self, t)
return ([[Your grappling hook deals %d%% unarmed damage when it hits, plus a further %0.2f physical and %0.2f nature damage over 4 turns.]]):tformat(t.getDamage(self, t)*100, damDesc(self, DamageType.PHYSICAL, t.getSecondaryDamage(self,t)), damDesc(self, DamageType.NATURE, t.getSecondaryDamage(self,t)))
end,
info = function(self, t)
return ([[Your grappling hook is tipped with vicious, venomous barbs. Creatures struck by it will be hit for %d%% unarmed damage, bleed for %0.2f physical damage and be poisoned for %0.2f nature damage over 4 turns.]]):
tformat(t.getDamage(self, t)*100, damDesc(self, DamageType.PHYSICAL, t.getSecondaryDamage(self,t)), damDesc(self, DamageType.NATURE, t.getSecondaryDamage(self,t)))
end,
}
-- idea: Flash powder tool: Set off a bright flash with smoke and "phase-door" to a nearby spot. Mastery: triggers stealth and makes NPC's in LOS lose track.