shadows.lua
23 KB
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-- ToME - Tales of Middle-Earth
-- 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
newTalent{
short_name = "SHADOW_FADE",
name = "Fade",
type = {"spell/other",1},
points = 5,
cooldown = function(self, t)
return math.max(3, 8 - self:getTalentLevelRaw(t))
end,
action = function(self, t)
self:setEffect(self.EFF_FADED, 1, {})
return true
end,
info = function(self, t)
return ([[You fade from sight, making you invulnerable until the beginning of your next turn.]]):tformat()
end,
}
newTalent{
short_name = "SHADOW_PHASE_DOOR",
name = "Phase Door",
type = {"spell/other",1},
points = 5,
range = 10,
tactical = { ESCAPE = 2 },
is_teleport = true,
action = function(self, t)
local x, y, range
if self.ai_state.shadow_wall then
x, y, range = self.ai_state.shadow_wall_target.x, self.ai_state.shadow_wall_target.y, 1
elseif self.ai_target.x and self.ai_target.y then
x, y, range = self.ai_target.x, self.ai_target.y, 1
else
x, y, range = self.summoner.x, self.summoner.y, self.ai_state.location_range
end
game.level.map:particleEmitter(self.x, self.y, 1, "teleport_out")
self:teleportRandom(x, y, range)
game.level.map:particleEmitter(x, y, 1, "teleport_in")
return true
end,
info = function(self, t)
return ([[Teleports you within a small range.]]):tformat()
end,
}
newTalent{
short_name = "SHADOW_BLINDSIDE",
name = "Blindside",
type = {"spell/other", 1},
points = 5,
random_ego = "attack",
range = 10,
requires_target = true,
tactical = { CLOSEIN = 2 },
is_melee = true,
target = function(self, t) return {type="hit", pass_terrain = true, range=self:getTalentRange(t)} 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 start = rng.range(0, 8)
for i = start, start + 8 do
local x = target.x + (i % 3) - 1
local y = target.y + math.floor((i % 9) / 3) - 1
if game.level.map:isBound(x, y)
and self:canMove(x, y)
and not game.level.map.attrs(x, y, "no_teleport") then
game.level.map:particleEmitter(self.x, self.y, 1, "teleport_out")
self:move(x, y, true)
game.level.map:particleEmitter(x, y, 1, "teleport_in")
local multiplier = self:combatTalentWeaponDamage(t, 0.9, 1.9)
self:attackTarget(target, nil, multiplier, true)
return true
end
end
return false
end,info = function(self, t)
local multiplier = self:combatTalentWeaponDamage(t, 0.9, 1.9)
return ([[With blinding speed you suddenly appear next to a target up to %d spaces away and attack for %d%% damage.]]):tformat(self:getTalentRange(t), multiplier * 100)
end,
}
newTalent{
short_name = "SHADOW_LIGHTNING",
name = "Shadow Lightning",
type = {"spell/other", 1},
require = { },
points = 5,
random_ego = "attack",
range = 1,
direct_hit = true,
requires_target = true,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 20, 200) end,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
local dam = self:spellCrit(t.getDamage(self, t))
self:project(tg, x, y, DamageType.LIGHTNING, rng.avg(dam / 3, dam, 3))
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(x-self.x), math.abs(y-self.y)), "lightning", {tx=x-self.x, ty=y-self.y})
game:playSoundNear(self, "talents/lightning")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Strikes the target with a spark of lightning doing %0.2f to %0.2f damage (%0.2f average).
The damage will increase with the Magic stat]]):
tformat(damDesc(self, DamageType.LIGHTNING, damage / 3),
damDesc(self, DamageType.LIGHTNING, damage),
damDesc(self, DamageType.LIGHTNING, (damage + damage / 3) / 2))
end,
}
newTalent{
short_name = "SHADOW_FLAMES",
name = "Shadow Flames",
type = {"spell/other", 1},
require = { },
points = 5,
random_ego = "attack",
range = 6,
direct_hit = true,
requires_target = true,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 20, 140) end,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
local dam = self:spellCrit(t.getDamage(self, t))
self:project(tg, x, y, DamageType.FIRE, dam)
game.level.map:particleEmitter(x, y, 1, "flame")
game:playSoundNear(self, "talents/fire")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Bathes the target in flames doing %0.2f damage
The damage will increase with the Magic stat]]):
tformat(damDesc(self, DamageType.FIREBURN, damage))
end,
}
newTalent{
short_name = "SHADOW_REFORM",
name = "Reform",
type = {"spell/other", 1},
require = { },
points = 5,
getChance = function(self, t)
return 50 --10 + self:getMag() * 0.25 + self:getTalentLevel(t) * 2
end,
info = function(self, t)
local chance = t.getChance(self, t)
return ([[When a shadow is hit and killed, there is a %d%% chance it will reform unhurt.]]):tformat(chance)
end,
}
local function createShadow(self, level, tCallShadows, tShadowWarriors, tShadowMages, duration, target)
local npc = require("mod.class.NPC").new{
type = "undead", subtype = "shadow",
name = "shadow",
desc = [[]],
display = 'b', color=colors.BLACK,
never_anger = true,
summoner = self,
summoner_gain_exp=true,
summon_time = duration,
faction = self.faction,
size_category = 2,
rank = 2,
autolevel = "none",
level_range = {level, level},
exp_worth=0,
hate_regen = 1,
avoid_traps = 1,
is_doomed_shadow = true,
max_life = resolvers.rngavg(3,12), life_rating = 5,
stats = { -- affected by stat limits
str=math.floor(self:combatScale(level, 5, 0, 55, 50, 0.75)),
dex=math.floor(self:combatScale(level, 10, 0, 85, 50, 0.75)),
mag=math.floor(self:combatScale(level, 10, 0, 85, 50, 0.75)),
wil=math.floor(self:combatScale(level, 5, 0, 55, 50, 0.75)),
cun=math.floor(self:combatScale(level, 5, 0, 40, 50, 0.75)),
con=math.floor(self:combatScale(level, 5, 0, 40, 50, 0.75)),
},
combat_armor = 0, combat_def = 3,
combat = {
dam=math.floor(self:combatScale(level, 1.5, 1, 75, 50, 0.75)),
atk=10 + level,
apr=8,
dammod={str=0.5, dex=0.5}
},
mana = 100,
combat_spellpower = tShadowMages and tShadowMages.getSpellpowerChange(self, tShadowMages) or 0,
summoner_hate_per_kill = self.hate_per_kill,
resolvers.talents{
[self.T_SHADOW_PHASE_DOOR]=tCallShadows.getPhaseDoorLevel(self, tCallShadows),
[self.T_SHADOW_BLINDSIDE]=tCallShadows.getBlindsideLevel(self, tCallShadows),
[self.T_HEAL]=tCallShadows.getHealLevel(self, tCallShadows),
[self.T_DOMINATE]=tShadowWarriors and tShadowWarriors.getDominateLevel(self, tShadowWarriors) or 0,
[self.T_SHADOW_FADE]=tShadowWarriors and tShadowWarriors.getFadeLevel(self, tShadowWarriors) or 0,
[self.T_SHADOW_LIGHTNING]=tShadowMages and tShadowMages.getLightningLevel(self, tShadowMages) or 0,
[self.T_SHADOW_FLAMES]=tShadowMages and tShadowMages.getFlamesLevel(self, tShadowMages) or 0,
[self.T_SHADOW_REFORM]=tShadowMages and tShadowMages.getReformLevel(self, tShadowMages) or 0,
},
undead = 1,
no_breath = 1,
stone_immune = 1,
confusion_immune = 1,
fear_immune = 1,
teleport_immune = 1,
disease_immune = 1,
poison_immune = 1,
stun_immune = 1,
blind_immune = 1,
see_invisible = 80,
resists = { [DamageType.LIGHT] = -100, [DamageType.DARKNESS] = 100 },
resists_pen = { all=25 },
avoid_master_damage = (100 - tCallShadows.getAvoidMasterDamage(self, tCallShadows)) / 100,
ai = "shadow",
ai_state = {
summoner_range = 10,
actor_range = 8,
location_range = 4,
target_time = 0,
target_timeout = 10,
focus_on_target = false,
shadow_wall = false,
shadow_wall_time = 0,
blindside_chance = 15,
phasedoor_chance = 5,
close_attack_spell_chance = 0,
far_attack_spell_chance = 0,
can_reform = false,
dominate_chance = 0,
feed_level = 0
},
ai_target = {
actor=target,
x = nil,
y = nil
},
healSelf = function(self)
self:useTalent(self.T_HEAL)
end,
closeAttackSpell = function(self)
return self:useTalent(self.T_SHADOW_LIGHTNING)
end,
farAttackSpell = function(self)
if self:knowTalent(self.T_EMPATHIC_HEX) and not self:isTalentCoolingDown(self.T_EMPATHIC_HEX) and rng.percent(50) then
return self:useTalent(self.T_EMPATHIC_HEX)
else
return self:useTalent(self.T_SHADOW_FLAMES)
end
end,
dominate = function(self)
return self:useTalent(self.T_DOMINATE)
end,
feed = function(self)
if self.summoner:knowTalent(self.summoner.T_SHADOW_MAGES) then
local tShadowMages = self.summoner:getTalentFromId(self.summoner.T_SHADOW_MAGES)
self.ai_state.close_attack_spell_chance = tShadowMages.getCloseAttackSpellChance(self.summoner, tShadowMages)
self.ai_state.far_attack_spell_chance = tShadowMages.getFarAttackSpellChance(self.summoner, tShadowMages)
self.ai_state.can_reform = self.summoner:getTalentLevel(tShadowMages) >= 5
else
self.ai_state.close_attack_spell_chance = 0
self.ai_state.far_attack_spell_chance = 0
self.ai_state.can_reform = false
end
if self.ai_state.feed_temp1 then self:removeTemporaryValue("combat_atk", self.ai_state.feed_temp1) end
self.ai_state.feed_temp1 = nil
if self.ai_state.feed_temp2 then self:removeTemporaryValue("inc_damage", self.ai_state.feed_temp2) end
self.ai_state.feed_temp2 = nil
if self.summoner:knowTalent(self.summoner.T_SHADOW_WARRIORS) then
local tShadowWarriors = self.summoner:getTalentFromId(self.summoner.T_SHADOW_WARRIORS)
self.ai_state.feed_temp1 = self:addTemporaryValue("combat_atk", tShadowWarriors.getCombatAtk(self.summoner, tShadowWarriors))
self.ai_state.feed_temp2 = self:addTemporaryValue("inc_damage", {all=tShadowWarriors.getIncDamage(self.summoner, tShadowWarriors)})
self.ai_state.dominate_chance = tShadowWarriors.getDominateChance(self.summoner, tShadowWarriors)
else
self.ai_state.dominate_chance = 0
end
end,
onTakeHit = function(self, value, src)
if src == self.summoner and self.avoid_master_damage then
value = value * self.avoid_master_damage
end
if self:knowTalent(self.T_SHADOW_FADE) and not self:isTalentCoolingDown(self.T_SHADOW_FADE) and value ~= 0 then
self:forceUseTalent(self.T_SHADOW_FADE, {ignore_energy=true})
end
return mod.class.Actor.onTakeHit(self, value, src)
end,
on_act = function(self)
-- clean up
if self.summoner.dead then
self:die(self)
end
end
}
self:attr("summoned_times", 1)
return npc
end
newTalent{
name = "Call Shadows",
type = {"cursed/shadows", 1},
mode = "sustained",
no_energy = true,
require = cursed_cun_req1,
points = 5,
cooldown = 10,
hate = 0,
unlearn_on_clone = true,
tactical = { BUFF = 5 },
getLevel = function(self, t) return self.level end,
getMaxShadows = function(self, t)
return math.min(4, math.max(1, math.floor(self:getTalentLevel(t) * 0.55)))
end,
getAvoidMasterDamage = function(self, t)
return util.bound(self:combatTalentScale(t, 5, 85), 0, 100)
end,
getPhaseDoorLevel = function(self, t)
return self:getTalentLevelRaw(t)
end,
getBlindsideLevel = function(self, t)
return self:getTalentLevelRaw(t)
end,
getHealLevel = function(self, t)
return self:getTalentLevelRaw(t)
end,
activate = function(self, t)
local ret = {}
if core.shader.active() then
self:talentParticles(ret, {type="shader_shield", args={toback=true, size_factor=1, img="call_shadows"}, shader={type="rotatingshield", noup=2.0, cylinderRotationSpeed=1.7, appearTime=0.2}})
self:talentParticles(ret, {type="shader_shield", args={toback=false, size_factor=1, img="call_shadows"}, shader={type="rotatingshield", noup=1.0, cylinderRotationSpeed=1.7, appearTime=0.2}})
end
return ret
end,
deactivate = function(self, t, p)
-- unsummon the shadows
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
e.summon_time = 0
end
end
return true
end,
nbShadowsUp = function(self, t)
if not game.level then return 0 end
local shadowCount = 0
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then shadowCount = shadowCount + 1 end
end
return shadowCount
end,
summonShadow = function(self, t)
local shadowCount = 0
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then shadowCount = shadowCount + 1 end
end
if shadowCount >= t.getMaxShadows(self, t) then
return false
end
-- Find space
local x, y = util.findFreeGrid(self.x, self.y, 8, true, {[Map.ACTOR]=true})
if not x then
return false
end
-- use hate
if self:getHate() < 5 then
-- not enough hate..just wait for another try
game.logPlayer(self, "Your hate is too low to call another shadow!", deflectDamage)
return false
end
self:incHate(-5)
local level = t.getLevel(self, t)
local tShadowWarriors = self:knowTalent(self.T_SHADOW_WARRIORS) and self:getTalentFromId(self.T_SHADOW_WARRIORS) or nil
local tShadowMages = self:knowTalent(self.T_SHADOW_MAGES) and self:getTalentFromId(self.T_SHADOW_MAGES) or nil
local shadow = createShadow(self, level, t, tShadowWarriors, tShadowMages, 1000, nil)
shadow:resolve()
shadow:resolve(nil, true)
shadow:forceLevelup(level)
game.zone:addEntity(game.level, shadow, "actor", x, y)
shadow:feed()
game.level.map:particleEmitter(x, y, 1, "teleport_in")
-- Reduce power of shadows for low level rares
if self.inc_damage and self.inc_damage.all and self.inc_damage.all < 0 then
shadow.inc_damage.all = (shadow.inc_damage.all or 0) + self.inc_damage.all
end
shadow.no_party_ai = true
shadow.unused_stats = 0
shadow.unused_talents = 0
shadow.unused_generics = 0
shadow.unused_talents_types = 0
shadow.no_points_on_levelup = true
if game.party:hasMember(self) then
shadow.remove_from_party_on_death = true
game.party:addMember(shadow, { control="no", type="summon", title=_t"Summon"})
end
game:playSoundNear(self, "talents/spell_generic")
end,
callbackOnActBase = function(self, t)
if not self.shadows then
self.shadows = {
remainingCooldown = 0
}
end
if game.zone.wilderness then return false end
self.shadows.remainingCooldown = self.shadows.remainingCooldown - 1
if self.shadows.remainingCooldown > 0 then return false end
self.shadows.remainingCooldown = 10
t.summonShadow(self, t)
return true
end,
info = function(self, t)
local maxShadows = t.getMaxShadows(self, t)
local level = t.getLevel(self, t)
local healLevel = t.getHealLevel(self, t)
local blindsideLevel = t.getBlindsideLevel(self, t)
local avoid_master_damage = t.getAvoidMasterDamage(self, t)
return ([[While this ability is active, you will continually call up to %d level %d shadows to aid you in battle. Each shadow costs 5 hate to summon. Shadows are weak combatants that can: Use Arcane Reconstruction to heal themselves (level %d), Blindside their opponents (level %d), and Phase Door from place to place.
Shadows ignore %d%% of the damage dealt to them by their master.]]):tformat(maxShadows, level, healLevel, blindsideLevel, avoid_master_damage)
end,
}
newTalent{
name = "Shadow Warriors",
type = {"cursed/shadows", 2},
mode = "passive",
require = cursed_cun_req2,
points = 5,
getIncDamage = function(self, t)
return math.floor((math.sqrt(self:getTalentLevel(t)) - 0.5) * 35)
end,
getCombatAtk = function(self, t)
return math.floor((math.sqrt(self:getTalentLevel(t)) - 0.5) * 23)
end,
getDominateLevel = function(self, t)
return self:getTalentLevelRaw(t)
end,
getFadeLevel = function(self, t)
return self:getTalentLevelRaw(t)
end,
getDominateChance = function(self, t)
if self:getTalentLevelRaw(t) > 0 then
return self:combatLimit(self:getTalentLevel(t)^.5, 100, 7, 1, 15.65, 2.23) -- Limit < 100%
else
return 0
end
end,
on_learn = function(self, t)
if game and game.level and game.level.entities then
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
e:feed(t)
end
end
end
return { }
end,
on_unlearn = function(self, t, p)
if game and game.level and game.level.entities then
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
e:feed(t)
end
end
end
return true
end,
info = function(self, t)
local combatAtk = t.getCombatAtk(self, t)
local incDamage = t.getIncDamage(self, t)
local dominateChance = t.getDominateChance(self, t)
local dominateLevel = t.getDominateLevel(self, t)
local fadeCooldown = math.max(3, 8 - self:getTalentLevelRaw(t))
return ([[Instill hate in your shadows, strengthening their attacks. They gain %d%% extra Accuracy and %d%% extra damage. The fury of their attacks gives them the ability to try to Dominate their foes, increasing all damage taken by that foe for 4 turns (level %d, %d%% chance at range 1). They also gain the ability to Fade when hit, avoiding all damage until their next turn (%d turn cooldown).]]):tformat(combatAtk, incDamage, dominateLevel, dominateChance, fadeCooldown)
end,
}
newTalent{
name = "Shadow Mages",
type = {"cursed/shadows", 3},
mode = "passive",
require = cursed_cun_req3,
points = 5,
getCloseAttackSpellChance = function(self, t)
if math.floor(self:getTalentLevel(t)) > 0 then
return self:combatLimit(self:getTalentLevel(t)^.5, 100, 7, 1, 15.65, 2.23) -- Limit < 100%
else
return 0
end
end,
getFarAttackSpellChance = function(self, t)
if math.floor(self:getTalentLevel(t)) >= 3 then
return self:combatLimit(self:getTalentLevel(t)^.5, 100, 7, 1, 15.65, 2.23) -- Limit < 100%
else
return 0
end
end,
getLightningLevel = function(self, t)
return self:getTalentLevelRaw(t)
end,
getFlamesLevel = function(self, t)
if self:getTalentLevel(t) >= 3 then
return self:getTalentLevelRaw(t)
else
return 0
end
end,
getReformLevel = function(self, t)
if self:getTalentLevel(t) >= 5 then
return self:getTalentLevelRaw(t)
else
return 0
end
end,
canReform = function(self, t)
return t.getReformLevel(self, t) > 0
end,
getSpellpowerChange = function(self, t) return math.floor(self:combatTalentScale(t, 3, 15, 0.75)) end,
on_learn = function(self, t)
if game and game.level and game.level.entities then
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
e:feed(t)
end
end
end
return { }
end,
on_unlearn = function(self, t, p)
if game and game.level and game.level.entities then
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
e:feed(t)
end
end
end
return true
end,
info = function(self, t)
local closeAttackSpellChance = t.getCloseAttackSpellChance(self, t)
local farAttackSpellChance = t.getFarAttackSpellChance(self, t)
local spellpowerChange = t.getSpellpowerChange(self, t)
local lightningLevel = t.getLightningLevel(self, t)
local flamesLevel = t.getFlamesLevel(self, t)
return ([[Infuse magic into your shadows to give them fearsome spells. Your shadows receive a bonus of %d to their Spellpower.
Your shadows can strike adjacent foes with Lightning (level %d, %d%% chance at range 1).
At level 3 your shadows can sear their enemies from a distance with Flames (level %d, %d%% chance at range 2 to 6).
At level 5 when your shadows are struck down they will attempt to Reform, becoming whole again (50%% chance).]]):tformat(spellpowerChange, lightningLevel, closeAttackSpellChance, flamesLevel, farAttackSpellChance)
end,
}
newTalent{
name = "Focus Shadows",
type = {"cursed/shadows", 4},
require = cursed_cun_req4,
points = 5,
random_ego = "attack",
cooldown = 6,
hate = 0,
range = 6,
requires_target = true,
tactical = { ATTACK = 2 },
target = function(self, t) return {type="hit", range=self:getTalentRange(t), nowarning=true, can_autoaccept=true } end,
on_pre_use = function(self, t, silent)
return self:isTalentActive(self.T_CALL_SHADOWS)
end,
getDefenseDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4.4, 10.1)) end,
getBlindsideChance = function(self, t) return self:combatTalentLimit(t, 100, 40, 80) end, -- Limit < 100%
action = function(self, t)
local target = self:getTalentTarget(t)
local x, y, target = self:getTargetLimited(target)
if not target then return nil end
-- Ensure we have max shadows
for i = 1, self:callTalent(self.T_CALL_SHADOWS, "getMaxShadows") do
self:callTalent(self.T_CALL_SHADOWS, "summonShadow")
end
if self:reactionToward(target) < 0 then
-- attack the target
local blindsideChance = t.getBlindsideChance(self, t)
local shadowCount = 0
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
-- reset target and set to focus
e.ai_target.x = nil
e.ai_target.y = nil
e.ai_target.actor = target
e.ai_target.focus_on_target = true
e.ai_target.blindside_chance = blindsideChance
shadowCount = shadowCount + 1
end
end
if shadowCount > 0 then
self:logCombat(target, "#PINK#The shadows converge on #Target#!")
return true
else
game.logPlayer(self, "There are no shadows to heed the call!")
return false
end
else
-- defend the target
local defenseDuration = t.getDefenseDuration(self, t)
local shadowCount = 0
for _, e in pairs(game.level.entities) do
if e.summoner and e.summoner == self and e.subtype == "shadow" then
e.ai_state.shadow_wall = true
e.ai_state.shadow_wall_target = target
e.ai_state.shadow_wall_time = defenseDuration
shadowCount = shadowCount + 1
end
end
if shadowCount > 0 then
self:logCombat(target, "#PINK#The shadows form around #Target#!")
return true
else
game.logPlayer(self, "Their are no shadows to heed the call!")
return false
end
end
end,
info = function(self, t)
local defenseDuration = t.getDefenseDuration(self, t)
local blindsideChance = t.getBlindsideChance(self, t)
return ([[Focus your shadows on a single target. Friendly targets will be defended for %d turns. Hostile targets will be attacked, with a %d%% chance the shadows will blindside the target.
If you have less than maximum shadows available, they will automatically be summoned before focusing.
This talent has no cost.]]):tformat(defenseDuration, blindsideChance)
end,
}