lich.lua
19 KB
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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
newTalent{
name = "Neverending Unlife", image = "talents/lichform.png",
type = {"undead/lich", 1},
mode = "passive",
require = high_undeads_req1,
points = 5,
no_unlearn_last = true,
getDieAt = function(self, t) return math.ceil(self:combatTalentLimit(t, 150, 20, 100)) end,
getTurns = function(self, t) return math.ceil(self:combatTalentLimit(t, 300, 40, 130)) end,
passives = function(self, t, p)
self:talentTemporaryValue(p, "die_at", -t.getDieAt(self, t))
end,
callbackOnDeathbox = function(self, t, dialog, list)
if not self.lich_first_rez then
dialog.dont_show = true
self.lich_first_rez = true
_G.a=dialog
dialog:cleanActor(self)
dialog:resurrectBasic(self, "lich_rebirth")
dialog:restoreResources(self)
self:callTalent(self.T_LICH, "becomeLich")
game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
self:check("on_resurrect", "lich_rebirth")
self:triggerHook{"Actor:resurrect", reason="lich_rebirth"}
world:gainAchievement("LICHFORM", actor)
game:saveGame()
return true
elseif not self:hasEffect(self.EFF_LICH_HUNGER) and not self.lich_no_more_regen then
list[#list+1] = {name=("Lich Regeneration (%d turns)"):tformat(t.getTurns(self, t)), action=function()
dialog:cleanActor(self)
dialog:resurrectBasic(self, "lich_regen")
dialog:restoreResources(self)
game.level.map:particleEmitter(self.x, self.y, 1, "demon_teleport")
self:check("on_resurrect", "lich_regen")
self:triggerHook{"Actor:resurrect", reason="lich_regen"}
self:setEffect(self.EFF_LICH_HUNGER, t.getTurns(self, t), {})
game:saveGame()
end, force_choice=true}
end
end,
info = function(self, t)
return ([[A Lich's body is extremely hard to fully destroy. You only die with your life reaches -%d.
In addition even when destroyed your body regenerates to full life.
The first time this happens, your transformation into a Lich is completed, granting you all the powers of Lichdom.
Any further death will still regenerate you but you will need to consume the essence of a creature of unique/boss/elite boss or more rank within %d turns to sustain yourself.
If you have not killed one when the duration expires or if you are killed again in this duration, you die permanently.
If this happens this power can never re-activate, even if you managed to resurrect by other means.]]):
tformat(t.getDieAt(self, t), t.getTurns(self, t))
end,
}
newTalent{
name = "Frightening Presence",
type = {"undead/lich", 2},
require = high_undeads_req2,
mode = "passive",
points = 5,
radius = function(self, t) return math.ceil(self:combatTalentLimit(t, 15, 3, 10)) end,
getImmune = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 17, 9)) end,
getSpeed = function(self, t) return math.ceil(self:combatTalentLimit(t, 50, 10, 30)) end,
getSaves = function(self, t) return math.ceil(self:combatTalentScale(t, 10, 40)) end,
getDam = function(self, t) return math.ceil(self:combatTalentScale(t, 10, 25)) end,
callbackOnActBase = function(self, t)
self:projectApply({type="ball", radius=self:getTalentRadius(t), selffire=false}, self.x, self.y, Map.ACTOR, function(target)
if target:hasEffect(target.EFF_LICH_RESISTED) then return end
if self:checkHit(math.max(self:combatSpellpower(), self:combatPhysicalpower()), target:combatMentalResist(), 0, 95, 5) then
target:setEffect(target.EFF_LICH_FEAR, 3, {saves=t.getSaves(self, t), dam=t.getDam(self, t), speed=t.getSpeed(self, t)})
else
target:setEffect(target.EFF_LICH_RESISTED, t.getImmune(self, t), {})
end
end, "hostile")
end,
info = function(self, t)
return ([[Your mere presence is terrifying to any foes that dare stand against you.
Every turn all foes in radius %d must make a mental save against your spellpower/physical power (whichever is highest) or become frightened (bypassing fear immunity), reducing all their saves by %d, all damage by %d%% and movement speed by %d%%.
If they successfully resist, they are immune for %d turns.]]):
tformat(self:getTalentRadius(t), t.getSaves(self, t), t.getDam(self, t), t.getSpeed(self, t), t.getImmune(self, t))
end,
}
newTalent{
short_name = "SHADOW_DARKNESS",
name = "Shadow Invoke Darkness",
type = {"spell/other", 1},
require = { },
points = 5,
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.DARKNESS, dam)
game.level.map:particleEmitter(x, y, 1, "dark")
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Blast the target with darkness doing %0.2f damage
The damage will increase with Spellpower]]):
tformat(damDesc(self, DamageType.DARKNESS, damage))
end,
}
newTalent{
short_name = "SHADOW_COLD",
name = "Shadow Cold Touch",
type = {"spell/other", 1},
require = { },
points = 5,
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.COLD, dam)
game.level.map:particleEmitter(x, y, 1, "icetrail")
game:playSoundNear(self, "talents/spell_generic")
return true
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Bathes the target in frost doing %0.2f damage
The damage will increase with Spellpower]]):
tformat(damDesc(self, DamageType.COLD, damage))
end,
}
local function createLichShadow(self, level, tCallShadows, tShadowWarriors, tShadowMages, duration, target)
local npc = require("mod.class.NPC").new{
type = "undead", subtype = "lich shadow",
name = "shadow",
desc = [[]], image = "npc/lich_s_shadow.png",
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_lich_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,
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_COLD]=tShadowMages and tShadowMages.getLightningLevel(self, tShadowMages) or 0,
[self.T_SHADOW_DARKNESS]=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_COLD)
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_DARKNESS)
end
end,
dominate = function(self)
return self:useTalent(self.T_DOMINATE)
end,
feed = function(self)
if self.summoner:knowTalent(self.summoner.T_DOOMED_FOR_ETERNITY) then
local tShadowMages = self.summoner:getTalentFromId(self.summoner.T_DOOMED_FOR_ETERNITY)
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_DOOMED_FOR_ETERNITY) then
local tShadowWarriors = self.summoner:getTalentFromId(self.summoner.T_DOOMED_FOR_ETERNITY)
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 = "Doomed For Eternity",
type = {"undead/lich", 3},
require = high_undeads_req3,
points = 5,
mode = "sustained",
no_energy = true,
cooldown = 10,
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,
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,
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,
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 == "lich 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 == "lich 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 == "lich 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
local level = t.getLevel(self, t)
local tShadowMages = self:knowTalent(self.T_DOOMED_FOR_ETERNITY) and self:getTalentFromId(self.T_DOOMED_FOR_ETERNITY) or nil
local shadow = createLichShadow(self, level, t, t, t, 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="Summon"})
end
game:playSoundNear(self, "talents/spell_generic")
end,
callbackOnActBase = function(self, t)
if not self.lich_shadows then
self.lich_shadows = {
remainingCooldown = 0
}
end
if game.zone.wilderness then return false end
self.lich_shadows.remainingCooldown = self.lich_shadows.remainingCooldown - 1
if self.lich_shadows.remainingCooldown > 0 then return false end
self.lich_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. 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 = "Commander of the Dead",
type = {"undead/lich",4},
require = high_undeads_req4,
mode = "passive",
points = 5,
radius = 10,
getChance = function(self, t) return self:combatTalentScale(t, 8, 25) end,
getPower = function(self, t) return self:combatTalentScale(t, 10, 50) end,
callbackOnTalentPost = function(self, t, ab)
if not ab.is_spell or ab.id == t.id or ab.no_energy == true or not self.x or not self.y then return end
if self:attr("sustains_at_birth_running") then return end
if not rng.percent(t.getChance(self, t)) then return end
self:projectApply({type="ball", radius=self:getTalentRadius(t), ignore_nullify_all_friendlyfire=true}, self.x, self.y, Map.ACTOR, function(target)
if target:attr("undead") then
target:setEffect(target.EFF_COMMANDER_OF_THE_DEAD, 4, {power=t.getPower(self, t)})
end
end, "friend")
end,
info = function(self, t)
return ([[You are so full with power that it overflows out of you whenever you cast a spell.
Upon spell cast you have a %d%% chance to boost the physical power, spellpower, mindpower and all saves of all friendly undeads in sight (including yourself) by %d for 4 turns.]]):
tformat(t.getChance(self, t), t.getPower(self, t))
end,
}