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--
-- 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
--- Interface to add ToME combat system
module(..., package.seeall, class.make)
--- Checks what to do with the target
-- Talk ? attack ? displace ?
function _M:bumpInto(target, x, y)
local reaction = self:reactionToward(target)
if reaction < 0 then
if target.encounterAttack and self.player then self:onWorldEncounter(target, x, y) return end
if game.player == self and ((not config.settings.tome.actor_based_movement_mode and game.bump_attack_disabled) or (config.settings.tome.actor_based_movement_mode and self.bump_attack_disabled)) then return end
return self:useTalent(self.T_ATTACK, nil, nil, nil, target)
elseif reaction >= 0 then
-- Talk ?
if self.player and target.can_talk then
if target.can_talk_only_once then target.can_talk = nil end
if target.can_talk_only_once then target.can_talk = nil end
elseif self.move_others and not target.cant_be_moved then
if target.move_others and self ~= game.player then return end
dg
committed
-- Check we can both walk in the tile we will end up in
local blocks = game.level.map:checkAllEntitiesLayersNoStop(target.x, target.y, "block_move", self)
for kind, v in pairs(blocks) do if kind[1] ~= Map.ACTOR and v then return end end
blocks = game.level.map:checkAllEntitiesLayersNoStop(self.x, self.y, "block_move", target)
for kind, v in pairs(blocks) do if kind[1] ~= Map.ACTOR and v then return end end
local tx, ty, sx, sy = target.x, target.y, self.x, self.y
target.x = nil target.y = nil
self.x = nil self.y = nil
target:move(sx, sy, true)
self:move(tx, ty, true)
end
end
end
--- Makes the death happen!
- attack: increases chances to hit against high defense
- defense: increases chances to miss against high attack power
- armor: direct reduction of damage done
- armor penetration: reduction of target's armor
- damage: raw damage done
]]
function _M:attackTarget(target, damtype, mult, noenergy)
-- Break before we do the blow, because it might start step up, we dont want to insta-cancel it
self:breakStepUp()
if self:attr("feared") then
if not noenergy then
self:useEnergy(game.energy_to_act * speed)
self.did_energy = true
end
game.logSeen(self, "%s is too afraid to attack.", self.name:capitalize())
return false
end
-- Cancel stealth early if we are noticed
if self:isTalentActive(self.T_STEALTH) and target:canSee(self) then
self:useTalent(self.T_STEALTH)
self.changed = true
game.logPlayer(self, "%s notices you at the last moment!", target.name:capitalize())
end
-- Change attack type if using gems
if not damtype and self:getInven(self.INVEN_GEM) then
local gems = self:getInven(self.INVEN_GEM)
local types = {}
for i = 1, #gems do
if gems[i] and gems[i].attack_type then types[#types+1] = gems[i].attack_type end
end
if #types > 0 then
damtype = rng.table(types)
end
elseif not damtype and self:attr("force_melee_damage_type") then
damtype = self:attr("force_melee_damage_type")
local hd = {"Combat:attackTarget", target=target, damtype=damtype, mult=mult, noenergy=noenergy}
if self:triggerHook(hd) then
speed, hit = ht.speed, hd.hit
if ht.stop then return hit end
end
if not speed and self:isTalentActive(self.T_GESTURE_OF_PAIN) then
dg
committed
print("[ATTACK] attacking with Gesture of Pain")
local t = self:getTalentFromId(self.T_GESTURE_OF_PAIN)
dg
committed
speed, hit = t.attack(self, t, target)
break_stealth = true
end
if not speed and not self:attr("disarmed") and not self:isUnarmed() then
-- All weapons in main hands
if self:getInven(self.INVEN_MAINHAND) then
for i, o in ipairs(self:getInven(self.INVEN_MAINHAND)) do
print("[ATTACK] attacking with", o.name)
local s, h = self:attackTargetWith(target, o.combat, damtype, mult)
speed = math.max(speed or 0, s)
hit = hit or h
if hit and not sound then sound = o.combat.sound
elseif not hit and not sound_miss then sound_miss = o.combat.sound_miss end
-- All weapons in off hands
-- Offhand attacks are with a damage penalty, that can be reduced by talents
for i, o in ipairs(self:getInven(self.INVEN_OFFHAND)) do
local combat = o.combat
if o.special_combat and o.subtype == "shield" and self:knowTalent(self.T_STONESHIELD) then combat = o.special_combat end
if combat and not o.archery then
local s, h = self:attackTargetWith(target, combat, damtype, offmult)
speed = math.max(speed or 0, s)
hit = hit or h
if hit and not sound then sound = combat.sound
elseif not hit and not sound_miss then sound_miss = combat.sound_miss end
if not combat.no_stealth_break then break_stealth = true end
local s, h = self:attackTargetWith(target, self.combat, damtype, mult)
speed = math.max(speed or 0, s)
hit = hit or h
if hit and not sound then sound = self.combat.sound
elseif not hit and not sound_miss then sound_miss = self.combat.sound_miss end
if speed and not noenergy then
self:useEnergy(game.energy_to_act * speed)
self.did_energy = true
end
if sound then game:playSoundNear(self, sound)
elseif sound_miss then game:playSoundNear(self, sound_miss) end
game:playSoundNear(self, self.on_hit_sound or "actions/melee_hit_squish")
if self.sound_moam and rng.chance(7) then game:playSoundNear(self, self.sound_moam) end
if self:isTalentActive(self.T_CLEAVE) then
--- Computes a logarithmic chance to hit, opposing chance to hit to chance to miss
-- This will be used for melee attacks, physical and spell resistance
if atk == 0 then atk = 1 end
local hit = nil
factor = factor or 5
local one = 1 / (1 + math.exp(-(atk - def) / 7))
local two = 0
hit = 50 * (one + two)
--Tells the tier difference between two values
function _M:crossTierEffect(eff_id, apply_power, apply_save, use_given_e)
local q = game.player:hasQuest("tutorial-combat-stats")
if q and not q:isCompleted("final-lesson")then
return
end
local ct_effect
local save_for_effects = {
physical = "combatPhysicalResist",
magical = "combatSpellResist",
mental = "combatMentalResist",
}
local cross_tier_effects = {
combatPhysicalResist = self.EFF_OFFBALANCE,
combatSpellResist = self.EFF_SPELLSHOCKED,
combatMentalResist = self.EFF_BRAINLOCKED,
}
local e = self.tempeffect_def[eff_id]
if not apply_power or not save_for_effects[e.type] then return end
local save = self[apply_save or save_for_effects[e.type]](self, true)
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if use_given_e then
ct_effect = self["EFF_"..e.name]
else
ct_effect = cross_tier_effects[save_for_effects[e.type]]
end
local dur = self:getTierDiff(apply_power, save)
self:setEffect(ct_effect, dur, {})
end
function _M:getTierDiff(atk, def)
atk = math.floor(atk)
def = math.floor(def)
return math.max(0, math.max(math.ceil(atk/20), 1) - math.max(math.ceil(def/20), 1))
end
--New, simpler checkHit that relies on rescaleCombatStats() being used elsewhere
function _M:checkHit(atk, def, min, max, factor, p)
local min = min or 0
local max = max or 100
if game.player:hasQuest("tutorial-combat-stats") then
min = 0
max = 100
end --ensures predictable combat for the tutorial
print("checkHit", atk, def)
local hit = 50 + 5 * (atk - def)
hit = util.bound(hit, min, max)
print("=> chance to hit", hit)
return rng.percent(hit), hit
end
function _M:checkEvasion(target)
if not target:attr("evasion") then return end
local evasion = target:attr("evasion")
print("checkEvasion", evasion, target.level, self.level)
evasion = evasion * (target.level / self.level)
print("=> evasion chance", evasion)
return rng.percent(evasion)
end
function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
damtype = damtype or (weapon and weapon.damtype) or DamageType.PHYSICAL
local atk, def = self:combatAttack(weapon), target:combatDefense()
-- add stalker damage and attack bonus
local effStalker = self:hasEffect(self.EFF_STALKER)
if effStalker and effStalker.target == target then
local t = self:getTalentFromId(self.T_STALK)
atk = atk + t.getAttackChange(self, t, effStalker.bonus)
mult = mult * t.getStalkedDamageMultiplier(self, t, effStalker.bonus)
end
local dam, apr, armor = force_dam or self:combatDamage(weapon), self:combatAPR(weapon), target:combatArmor()
print("[ATTACK] to ", target.name, " :: ", dam, apr, armor, def, "::", mult)
if target:knowTalent(target.T_DUCK_AND_DODGE) then
local diff = util.bound((self.size_category or 3) - (target.size_category or 2), 0, 5)
def = def + diff * target:getTalentLevelRaw(target.T_DUCK_AND_DODGE) * 1.2
end
-- check repel
local repelled = false
if target:isTalentActive(target.T_REPEL) then
local t = target:getTalentFromId(target.T_REPEL)
repelled = t.isRepelled(target, t)
end
if repelled then
game.logSeen(target, "%s repels an attack from %s.", target.name:capitalize(), self.name)
elseif self:checkEvasion(target) then
evaded = true
game.logSeen(target, "%s evades %s.", target.name:capitalize(), self.name)
elseif self:checkHit(atk, def) then
print("[ATTACK] raw dam", dam, "versus", armor, pres, "with APR", apr)
dam = math.max(dam * pres - armor, 0) + (dam * (1 - pres))
local damrange = self:combatDamageRange(weapon)
dam = rng.range(dam, dam * damrange)
if weapon and weapon.inc_damage_type then
for t, idt in pairs(weapon.inc_damage_type) do
if target.type.."/"..target.subtype == t or target.type == t then dam = dam + dam * idt / 100 break end
end
print("[ATTACK] after inc by type", dam)
end
dg
committed
if crit then game.logSeen(self, "#{bold}#%s performs a critical strike!#{normal}#", self.name:capitalize()) end
DamageType:get(damtype).projector(self, target.x, target.y, damtype, math.max(0, dam))
local srcname = game.level.map.seens(self.x, self.y) and self.name:capitalize() or "Something"
game.logSeen(target, "%s misses %s.", srcname, target.name)
-- handle stalk targeting for hits (also handled in Actor for turn end effects)
if hitted and target ~= self then
if effStalker then
-- mark if stalkee was hit
effStalker.hit = effStalker.hit or effStalker.target == target
elseif self:isTalentActive(self.T_STALK) then
local stalk = self:isTalentActive(self.T_STALK)
if not stalk.hit then
-- mark a new target
stalk.hit = true
stalk.hit_target = target
elseif stalk.hit_target ~= target then
-- more than one target; clear it
stalk.hit_target = nil
end
end
end
-- Spread diseases
if hitted and self:knowTalent(self.T_CARRIER) and rng.percent(4 * self:getTalentLevelRaw(self.T_CARRIER)) then
-- Use epidemic talent spreading
local t = self:getTalentFromId(self.T_EPIDEMIC)
t.do_spread(self, t, target)
end
if hitted and not target.dead and weapon and weapon.melee_project then for typ, dam in pairs(weapon.melee_project) do
if dam > 0 then
DamageType:get(typ).projector(self, target.x, target.y, typ, dam)
end
end end
if hitted and not target.dead then for typ, dam in pairs(self.melee_project) do
if dam > 0 then
DamageType:get(typ).projector(self, target.x, target.y, typ, dam)
end
if hitted and not target.dead and self:knowTalent(self.T_WEAPON_OF_LIGHT) and self:isTalentActive(self.T_WEAPON_OF_LIGHT) then
local dam = 7 + self:getTalentLevel(self.T_WEAPON_OF_LIGHT) * self:combatSpellpower(0.092)
DamageType:get(DamageType.LIGHT).projector(self, target.x, target.y, DamageType.LIGHT, dam)
self:incPositive(-3)
if self:getPositive() <= 0 then
self:forceUseTalent(self.T_WEAPON_OF_LIGHT, {ignore_energy=true})
if hitted and not target.dead and self:knowTalent(self.T_SHADOW_COMBAT) and self:isTalentActive(self.T_SHADOW_COMBAT) and self:getMana() > 0 then
local dam = 2 + self:combatTalentSpellDamage(self.T_SHADOW_COMBAT, 2, 50)
local mana = 2
if self:getMana() > mana then
DamageType:get(DamageType.DARKNESS).projector(self, target.x, target.y, DamageType.DARKNESS, dam)
self:incMana(-mana)
end
if hitted and not target.dead and self:knowTalent(self.T_WEAPON_FOLDING) and self:isTalentActive(self.T_WEAPON_FOLDING) then
local t = self:getTalentFromId(self.T_WEAPON_FOLDING)
local dam = t.getDamage(self, t)
DamageType:get(DamageType.TEMPORAL).projector(self, target.x, target.y, DamageType.TEMPORAL, dam)
end
-- Ruin
if hitted and not target.dead and self:knowTalent(self.T_RUIN) and self:isTalentActive(self.T_RUIN) then
local t = self:getTalentFromId(self.T_RUIN)
local dam = t.getDamage(self, t)
DamageType:get(DamageType.DRAINLIFE).projector(self, target.x, target.y, DamageType.DRAINLIFE, dam)
end
dg
committed
if hitted and not target.dead and self:knowTalent(self.T_ARCANE_COMBAT) and self:isTalentActive(self.T_ARCANE_COMBAT) then
local t = self:getTalentFromId(self.T_ARCANE_COMBAT)
t.do_trigger(self, t, target)
if hitted and not target.dead and weapon and weapon.talent_on_hit and next(weapon.talent_on_hit) then
for tid, data in pairs(weapon.talent_on_hit) do
if rng.percent(data.chance) then
self:forceUseTalent(tid, {ignore_cd=true, ignore_energy=true, force_target=target, force_level=data.level, ignore_ressources=true})
if hitted and self:attr("shattering_impact") and (not self.shattering_impact_last_turn or self.shattering_impact_last_turn < game.turn) then
local dam = dam * self.shattering_impact
self:project({type="ball", radius=1, selffire=false}, target.x, target.y, DamageType.PHYSICAL, dam)
self.shattering_impact_last_turn = game.turn
end
-- Onslaught
if hitted and self:attr("onslaught") then
local dir = util.getDir(target.x, target.y, self.x, self.y)
local lx, ly = util.coordAddDir(self.x, self.y, dir_sides[dir or 6].left)
local rx, ry = util.coordAddDir(self.x, self.y, dir_sides[dir or 6].right)
local lt, rt = game.level.map(lx, ly, Map.ACTOR), game.level.map(rx, ry, Map.ACTOR)
if target:checkHit(self:combatAttack(weapon), target:combatPhysicalResist(), 0, 95, 10) and target:canBe("knockback") then
target:knockback(self.x, self.y, self:attr("onslaught"))
target:crossTierEffect(target.EFF_OFFBALANCE, self:combatAttack())
if lt and lt:checkHit(self:combatAttack(weapon), lt:combatPhysicalResist(), 0, 95, 10) and lt:canBe("knockback") then
lt:knockback(self.x, self.y, self:attr("onslaught"))
target:crossTierEffect(target.EFF_OFFBALANCE, src:combatAttack())
if rt and rt:checkHit(self:combatAttack(weapon), rt:combatPhysicalResist(), 0, 95, 10) and rt:canBe("knockback") then
rt:knockback(self.x, self.y, self:attr("onslaught"))
target:crossTierEffect(target.EFF_OFFBALANCE, src:combatAttack())
-- Reactive target on hit damage
if hitted then for typ, dam in pairs(target.on_melee_hit) do
if dam > 0 then
DamageType:get(typ).projector(target, self.x, self.y, typ, dam)
end
-- Acid splash
if hitted and target:knowTalent(target.T_ACID_BLOOD) then
local t = target:getTalentFromId(target.T_ACID_BLOOD)
t.do_splash(target, t, self)
end
-- Bloodbath
if hitted and crit and self:knowTalent(self.T_BLOODBATH) then
local t = self:getTalentFromId(self.T_BLOODBATH)
t.do_bloodbath(self, t)
end
-- Mortal Terror
if hitted and not target.dead and self:knowTalent(self.T_MORTAL_TERROR) then
local t = self:getTalentFromId(self.T_MORTAL_TERROR)
t.do_terror(self, t, target, dam)
end
-- Dwarves stoneskin
if hitted and not target.dead and target:attr("auto_stoneskin") and rng.percent(15) then
target:setEffect(target.EFF_STONE_SKIN, 5, {power=target:attr("auto_stoneskin")})
if hitted and not target.dead and self:knowTalent(self.T_CONDUIT) and self:isTalentActive(self.T_CONDUIT) and self.use_psi_combat then
local t = self:getTalentFromId(self.T_CONDUIT)
-- Exploit Weakness
if hitted and not target.dead and self:knowTalent(self.T_EXPLOIT_WEAKNESS) and self:isTalentActive(self.T_EXPLOIT_WEAKNESS) then
local t = self:getTalentFromId(self.T_EXPLOIT_WEAKNESS)
t.do_weakness(self, t, target)
end
if hitted and not target.dead and weapon and weapon.special_on_hit and weapon.special_on_hit.fct then
if hitted and not target.dead and self.vile_poisons and next(self.vile_poisons) and target:canBe("poison") then
local tid = rng.table(table.keys(self.vile_poisons))
if tid then
local t = self:getTalentFromId(tid)
t.proc(self, t, target, weapon)
end
end
-- Regen on being hit
if hitted and not target.dead and target:attr("stamina_regen_on_hit") then target:incStamina(target.stamina_regen_on_hit) end
if hitted and not target.dead and target:attr("mana_regen_on_hit") then target:incMana(target.mana_regen_on_hit) end
if hitted and not target.dead and target:attr("equilibrium_regen_on_hit") then target:incEquilibrium(-target.equilibrium_regen_on_hit) end
if hitted and self:attr("stamina_use_on_hit") then
self:incStamina(-self.stamina_use_on_hit)
end
if hitted and not target.dead and target:knowTalent(target.T_STONESHIELD) then
local t = target:getTalentFromId(target.T_STONESHIELD)
local m, mm, e, em = t.getValues(self, t)
target:incMana(math.min(dam * m, mm))
target:incEquilibrium(-math.min(dam * e, em))
end
-- Ablative Armor
if hitted and not target.dead and target:attr("carbon_spikes") then
local t = target:getTalentFromId(target.T_CARBON_SPIKES)
t.do_carbonLoss(target, t)
if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_RIPOSTE) and rng.percent(target:getTalentLevel(target.T_RIPOSTE) * (5 + target:getDex(5, true))) then
game.logSeen(self, "%s ripostes!", target.name:capitalize())
target:attackTarget(self, nil, nil, true)
end
-- Set Up
if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:hasEffect(target.EFF_DEFENSIVE_MANEUVER) then
local t = target:getTalentFromId(target.T_SET_UP)
local power = t.getPower(target, t)
self:setEffect(self.EFF_SET_UP, 2, {src = target, power=power})
end
if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_COUNTER_ATTACK) and rng.percent(target:getTalentLevel(target.T_COUNTER_ATTACK) * (5 + target:getCun(5, true))) then
game.logSeen(self, "%s counters the attack!", target.name:capitalize())
local t = target:getTalentFromId(target.T_COUNTER_ATTACK)
target:attackTarget(self, nil, t.getDamage(target, t), true)
if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_DEFENSIVE_THROW) and rng.percent(target:getTalentLevel(target.T_DEFENSIVE_THROW) * (5 + target:getCun(5, true))) then
local t = target:getTalentFromId(target.T_DEFENSIVE_THROW)
t.do_throw(target, self, t)
end
-- Greater Weapon Focus
local gwf = self:hasEffect(self.EFF_GREATER_WEAPON_FOCUS)
if hitted and not target.dead and weapon and gwf and not gwf.inside and rng.percent(gwf.chance) then
game.logSeen(self, "%s focuses and gains an extra blow!", self.name:capitalize())
self:attackTargetWith(target, weapon, damtype, mult)
gwf.inside = nil
end
if hitted and game.level.data.zero_gravity and rng.percent(util.bound(dam, 0, 100)) then
if hitted and not target.dead then
-- Curse of Madness: Twisted Mind
if self.hasEffect and self:hasEffect(self.EFF_CURSE_OF_MADNESS) then
local eff = self:hasEffect(self.EFF_CURSE_OF_MADNESS)
local def = self.tempeffect_def[self.EFF_CURSE_OF_MADNESS]
def.doConspirator(self, eff, target)
end
if target.hasEffect and target:hasEffect(target.EFF_CURSE_OF_MADNESS) then
local eff = target:hasEffect(target.EFF_CURSE_OF_MADNESS)
local def = target.tempeffect_def[target.EFF_CURSE_OF_MADNESS]
def.doConspirator(target, eff, self)
end
-- Curse of Nightmares: Suffocate
if self.hasEffect and self:hasEffect(self.EFF_CURSE_OF_NIGHTMARES) then
local eff = self:hasEffect(self.EFF_CURSE_OF_NIGHTMARES)
local def = self.tempeffect_def[self.EFF_CURSE_OF_NIGHTMARES]
def.doSuffocate(self, eff, target)
end
if target.hasEffect and target:hasEffect(target.EFF_CURSE_OF_NIGHTMARES) then
local eff = target:hasEffect(target.EFF_CURSE_OF_NIGHTMARES)
local def = target.tempeffect_def[target.EFF_CURSE_OF_NIGHTMARES]
def.doSuffocate(target, eff, self)
end
end
local hd = {"Combat:attackTargetWith", hitted=hitted, target=target, weapon=weapon, damtype=damtype, mult=mult}
if self:triggerHook(hd) then hitted = hd.hitted end
-- Visual feedback
if hitted then game.level.map:particleEmitter(target.x, target.y, 1, "melee_attack", {color=target.blood_color}) end
sword = Talents.T_WEAPONS_MASTERY,
axe = Talents.T_WEAPONS_MASTERY,
mace = Talents.T_WEAPONS_MASTERY,
knife = Talents.T_KNIFE_MASTERY,
whip = Talents.T_EXOTIC_WEAPONS_MASTERY,
trident = Talents.T_EXOTIC_WEAPONS_MASTERY,
bow = Talents.T_BOW_MASTERY,
sling = Talents.T_SLING_MASTERY,
staff = Talents.T_STAFF_MASTERY,
unarmed = Talents.T_UNARMED_MASTERY,
}
--- Checks weapon training
function _M:combatCheckTraining(weapon)
if not weapon.talented then return 0 end
if not weapon_talents[weapon.talented] then return 0 end
return self:getTalentLevel(weapon_talents[weapon.talented])
--- Fake denotes a check not actually being made, used by character sheets etc.
local add = 0
if self:hasDualWeapon() and self:knowTalent(self.T_DUAL_WEAPON_DEFENSE) then
add = add + 4 + (self:getTalentLevel(self.T_DUAL_WEAPON_DEFENSE) * self:getDex()) / 12
end
add = add + (self:checkOnDefenseCall("defense") or 0)
end
if self:knowTalent(self.T_TACTICAL_EXPERT) then
local t = self:getTalentFromId(self.T_TACTICAL_EXPERT)
add = add + t.do_tact_update(self, t)
end
if self:knowTalent(self.T_STEADY_MIND) then
local t = self:getTalentFromId(self.T_STEADY_MIND)
add = add + t.getDefense(self, t)
end
if self:isTalentActive(Talents.T_SURGE) then
local t = self:getTalentFromId(self.T_SURGE)
add = add + t.getDefenseChange(self, t)
end
local d = math.max(0, self.combat_def + (self:getDex() - 10) * 0.35 + add + (self:getLck() - 50) * 0.4)
if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then
d = d * (1 + self:getTalentLevel(self.T_MOBILE_DEFENCE) * 0.08)
end
return d
function _M:combatDefense(fake)
local base_defense = self:combatDefenseBase(true)
if not fake then base_defense = self:combatDefenseBase() end
local d = base_defense
return self:rescaleCombatStats(d)
end
--- Gets the defense ranged
function _M:combatDefenseRanged(fake)
local base_defense = self:combatDefenseBase(true)
if not fake then base_defense = self:combatDefenseBase() end
local d = math.max(0, base_defense + (self.combat_def_ranged or 0))
if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
add = add + self:getTalentLevel(self.T_ARMOUR_TRAINING) * 1.4
if self:knowTalent(self.T_CARBON_SPIKES) and self:isTalentActive(self.T_CARBON_SPIKES) then
add = add + self.carbon_armor
end
--- Gets armor hardiness
-- This is how much % of a blow we can reduce with armor
function _M:combatArmorHardiness()
local add = 0
if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
add = add + self:getTalentLevel(self.T_ARMOUR_TRAINING) * 5
end
if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then
add = add + self:getTalentLevel(self.T_MOBILE_DEFENCE) * 6
end
function _M:combatAttackBase(weapon, ammo)
return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
end
function _M:combatAttack(weapon, ammo)
if self.use_psi_combat then stats = self:getCun(100, true) - 10
else stats = self:getDex(100, true) - 10
return self:rescaleCombatStats(self:combatAttackBase(weapon, ammo) + stats)
function _M:combatAttackStr(weapon, ammo)
return self:combatAttackBase(weapon, ammo) + (self:getStr(100, true) - 10)
function _M:combatAttackDex(weapon, ammo)
return self:combatAttackBase(weapon, ammo) + (self:getDex(100, true) - 10)
function _M:combatAttackMag(weapon, ammo)
return self:combatAttackBase(weapon, ammo) + (self:getMag(100, true) - 10)
--- Gets the armor penetration
function _M:combatAPR(weapon)
if self:knowTalent(Talents.T_WEAPON_FOLDING) and self:isTalentActive(self.T_WEAPON_FOLDING) then
local t = self:getTalentFromId(self.T_WEAPON_FOLDING)
addapr = t.getArmorPen(self, t)
end
return self.combat_apr + (weapon.apr or 0) + addapr
end
--- Gets the weapon speed
function _M:combatSpeed(weapon)
return (weapon.physspeed or 1) / self.combat_physspeed
end
--- Gets the crit rate
function _M:combatCrit(weapon)
local addcrit = 0
if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then
addcrit = 1 + self:getTalentLevel(Talents.T_LETHALITY) * 1.3
end
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return self.combat_physcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + (weapon.physcrit or 1) + addcrit
-- This currently beefs up high-end damage values to make up for the combat stat rescale nerf.
-- return dam * (1 - math.log10(dam * 2) / 7) --this is the old version, pre-combat-stat-rescale
return dam ^ 1.04
end
--Diminishing-returns method of scaling combat stats, observing this rule: the first twenty ranks cost 1 point each, the second twenty cost two each, and so on. This is much, much better for players than some logarithmic mess, since they always know exactly what's going on, and there are nice breakpoints to strive for.
function _M:rescaleCombatStats(raw_combat_stat_value)
local x = raw_combat_stat_value
local tiers = 5 -- Just increase this if you want to add high-level content that allows for combat stat scores over 100.
--return math.floor(math.min(x, 20) + math.min(math.max((x-20), 0)/2, 20) + math.min(math.max((x-60), 0)/3, 20) + math.min(math.max((x-120), 0)/4, 20) + math.min(math.max((x-200), 0)/5, 20)) --Five terms of the summation below.
local total = 0
for i = 1, tiers do
local sub = 20*(i*(i-1)/2)
total = total + math.min(math.max(x-sub, 0)/i, 20)
end
return total
local sub_cun_to_str = false
if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then sub_cun_to_str = true end
local dammod = weapon.dammod or {str=0.6}
for stat, mod in pairs(dammod) do
if self.use_psi_combat and stat == "str" then stat = "wil" end
if self.use_psi_combat and stat == "dex" then stat = "cun" end
totstat = totstat + self:getStat(stat) * mod
if self:knowTalent(self.T_GREATER_TELEKINETIC_GRASP) then
local g = self:getTalentFromId(self.T_GREATER_TELEKINETIC_GRASP)
totstat = totstat * g.stat_sub(self, g)
else
local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 10) / 2 + 1
local power = math.max((weapon.dam or 1), 1)
power = (math.sqrt(power / 10) - 1) * 0.5 + 1
--print(("[COMBAT DAMAGE] power(%f) totstat(%f) talent_mod(%f)"):format(power, totstat, talented_mod))
return self:rescaleDamage(0.3*(self:combatPhysicalpower() + totstat) * power * talented_mod)
end
function _M:combatPhysicalpower(mod)
mod = mod or 1
if self:knowTalent(Talents.T_ARCANE_DESTRUCTION) then
add = add + self:combatSpellpower() * self:getTalentLevel(Talents.T_ARCANE_DESTRUCTION) / 9
end
if self:isTalentActive(Talents.T_BLOOD_FRENZY) then
add = add + self.blood_frenzy
end
if self:knowTalent(self.T_EMPTY_HAND) and self:isUnarmed() then
local t = self:getTalentFromId(self.T_EMPTY_HAND)
add = add + t.getDamage(self, t)
end
if self:knowTalent(Talents.T_WEAPONS_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_WEAPONS_MASTERY)
end
if self:knowTalent(Talents.T_KNIFE_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_KNIFE_MASTERY)
end
if self:knowTalent(Talents.T_EXOTIC_WEAPONS_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_EXOTIC_WEAPONS_MASTERY)
end
if self:knowTalent(Talents.T_UNARMED_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_UNARMED_MASTERY)
end
if self:knowTalent(Talents.T_STAFF_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_STAFF_MASTERY)
end
if self:knowTalent(Talents.T_BOW_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_BOW_MASTERY)
end
if self:knowTalent(Talents.T_SLING_MASTERY) then
add = add + 5 * self:getTalentLevel(Talents.T_SLING_MASTERY)
end
return self:rescaleCombatStats((self.combat_dam > 0 and self.combat_dam or 0) + add + self:getStr()) * mod
--- Gets damage based on talent
function _M:combatTalentPhysicalDamage(t, base, max)
-- Compute at "max"
local mod = max / ((base + 100) * ((math.sqrt(5) - 1) * 0.8 + 1))
-- Compute real
return self:rescaleDamage((base + (self:combatPhysicalpower())) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod)
end
--- Gets spellpower
function _M:combatSpellpower(mod)
mod = mod or 1
add = add + (15 + self:getTalentLevel(self.T_ARCANE_DEXTERITY) * 5) * self:getDex() / 100
if self:knowTalent(self.T_SHADOW_CUNNING) then
add = add + (15 + self:getTalentLevel(self.T_SHADOW_CUNNING) * 3) * self:getCun() / 100
end
if self:hasEffect(self.EFF_BLOODLUST) then
add = add + self:hasEffect(self.EFF_BLOODLUST).dur
return self:rescaleCombatStats((self.combat_spellpower > 0 and self.combat_spellpower or 0) + add + self:getMag()) * mod
end
--- Gets damage based on talent
function _M:combatTalentSpellDamage(t, base, max, spellpower_override)
-- Compute at "max"
local mod = max / ((base + 100) * ((math.sqrt(5) - 1) * 0.8 + 1))
-- Compute real
return self:rescaleDamage((base + (spellpower_override or self:combatSpellpower())) * ((math.sqrt(self:getTalentLevel(t)) - 1) * 0.8 + 1) * mod)
--- Gets weapon damage mult based on talent
function _M:combatTalentWeaponDamage(t, base, max, t2)
if t2 then t2 = t2 / 2 else t2 = 0 end
local diff = max - base
local mult = base + diff * math.sqrt((self:getTalentLevel(t) + t2) / 5)
--- Gets the off hand multiplier
function _M:getOffHandMult(mult)
local offmult = (mult or 1) / 2
if self:knowTalent(Talents.T_DUAL_WEAPON_TRAINING) then
offmult = (mult or 1) / (2 - (math.min(self:getTalentLevel(Talents.T_DUAL_WEAPON_TRAINING), 8) / 6))
elseif self:knowTalent(Talents.T_CORRUPTED_STRENGTH) then
offmult = (mult or 1) / (2 - (math.min(self:getTalentLevel(Talents.T_CORRUPTED_STRENGTH), 8) / 9))
if self:hasEffect(self.EFF_CURSE_OF_MADNESS) then
local eff = self:hasEffect(self.EFF_CURSE_OF_MADNESS)
if eff.level >= 1 and eff.unlockLevel >= 1 then
local def = self.tempeffect_def[self.EFF_CURSE_OF_MADNESS]
offmult = offmult + ((mult or 1) * def.getOffHandMultChange(eff.level) / 100)
end
end
--- Gets fatigue
function _M:combatFatigue()
if self.fatigue < 0 then return 0 end
return self.fatigue
end
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return self.combat_spellcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1
dg
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--- Gets mindcrit
function _M:combatMindCrit()
local add = 0
if self:knowTalent(self.T_GESTURE_OF_POWER) then
local t = self:getTalentFromId(self.T_GESTURE_OF_POWER)
add = t.getMindCritChange(self, t)
end
return self.combat_mindcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + 1 + add
end
return 1 / self.combat_spellspeed
--- Gets summon speed
function _M:combatSummonSpeed()
return math.max(1 - ((self:attr("fast_summons") or 0) / 100), 0.1)
end
function _M:physicalCrit(dam, weapon, target, atk, def)
local tier_diff = self:getTierDiff(atk, def)
if self:isTalentActive(self.T_STEALTH) and self:knowTalent(self.T_SHADOWSTRIKE) then
return dam * (1.5 + self:getTalentLevel(self.T_SHADOWSTRIKE) / 7), true
if self:knowTalent(self.T_BACKSTAB) and target:attr("stunned") then chance = chance + self:getTalentLevel(self.T_BACKSTAB) * 10 end
if target:attr("combat_critical") then
chance = chance + target:attr("combat_critical")
end
if target:hasEffect(target.EFF_SET_UP) then
local p = target:hasEffect(target.EFF_SET_UP)
if p and p.src == self then
if target:hasHeavyArmor() and target:knowTalent(target.T_ARMOUR_TRAINING) then
chance = chance - target:getTalentLevel(target.T_ARMOUR_TRAINING) * 1.9
end
if tier_diff > 0 then
target:crossTierEffect(target.EFF_OFFBALANCE, atk, "combatDefense")
end
if target:hasEffect(target.EFF_OFFBALANCE) then
crit_power_add = 0.25
end
dam = dam * (1.5 + crit_power_add + (self.combat_critical_power or 0) / 100)