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tome / Tales of MajEyal
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@286 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredgit-svn-id: http://svn.net-core.org/repos/t-engine4@286 51575b47-30f0-44d4-a5cc-537603b46e54
weaponshield.lua 5.56 KiB
newTalent{
name = "Shield Bash",
type = {"technique/shield", 1},
points = 5,
cooldown = 6,
stamina = 8,
require = { stat = { str=12 }, },
action = function(self, t)
local shield = self:getInven("OFFHAND")[1]
if not shield or not shield.special_combat then
game.logPlayer(self, "You cannot use Shield Bash without a shield!")
return nil
end
local t = {type="hit", range=self:getTalentRange(t)}
local x, y, target = self:getTarget(t)
if not x or not y or not target then return nil end
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, 2 + self:getTalentLevel(t) / 5)
-- Try to stun !
if hit then
if target:checkHit(self:combatAttack(shield.special_combat), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
target:setEffect(target.EFF_STUNNED, 2 + self:getTalentLevel(t) / 2, {})
else
game.logSeen(target, "%s resists the shield bash!", target.name:capitalize())
end
end
return true
end,
info = function(self, t)
return ([[Hits the target with a shield strike, stunning it and doing %d%% shield damage.
The damage multiplier increases with your strength.]]):format(100 * (2 + self:getTalentLevel(t) / 5))
end,
}
newTalent{
name = "Overpower",
type = {"technique/shield", 2},
points = 5,
cooldown = 6,
stamina = 16,
require = { stat = { str=16 }, },
action = function(self, t)
local shield = self:getInven("OFFHAND")[1]
if not shield or not shield.special_combat then
game.logPlayer(self, "You cannot use Overpower without a shield!")
return nil
end
local t = {type="hit", range=self:getTalentRange(t)}
local x, y, target = self:getTarget(t)
if not x or not y or not target then return nil end
if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
-- First attack with weapon
self:attackTarget(target, nil, 1.8 + self:getTalentLevel(t) / 10, true)
-- Second attack with shield
self:attackTargetWith(target, shield.special_combat, nil, 1.8 + self:getTalentLevel(t) / 10)
-- Third attack with shield
local speed, hit = self:attackTargetWith(target, shield.special_combat, nil, 1.8 + self:getTalentLevel(t) / 10)
-- Try to stun !
if hit then
if target:checkHit(self:combatAttack(shield.special_combat), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("knockback") then
target:knockBack(self.x, self.y, 4)
else
game.logSeen(target, "%s resists the knockback!", target.name:capitalize())
end
end
return true
end,
info = function(self, t)
return ([[Hits the target with your weapon and two shield strikes doing %d%% damage, trying to overpower your target.
If the last attack hits, the target is knocked back.]]):format(100 * (1.8 + self:getTalentLevel(t) / 10))
end,
}
newTalent{
name = "Repulsion",
type = {"technique/shield", 2},
points = 5,
cooldown = 10,
stamina = 30,
require = { stat = { str=22 }, },
action = function(self, t)
local shield = self:getInven("OFFHAND")[1]
if not shield or not shield.special_combat then
game.logPlayer(self, "You cannot use Repulsion without a shield!")
return nil
end
for i = -1, 1 do for j = -1, 1 do
local x, y = self.x + i, self.y + j
if (self.x ~= x or self.y ~= y) and game.level.map:isBound(x, y) and game.level.map(x, y, Map.ACTOR) then
local target = game.level.map(x, y, Map.ACTOR)
if target:checkHit(self:combatAttack(shield.special_combat), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("knockback") then
target:knockBack(self.x, self.y, 1 + self:getTalentLevel(t))
else
game.logSeen(target, "%s resists the knockback!", target.name:capitalize())
end
end
end end
return true
end,
info = function(self, t)
return ([[Let all your foes pile up on your shield then put all your strengh in one mighty thurst and repel them all away.]])
end,
}
newTalent{
name = "Shield Wall",
type = {"technique/shield", 3},
mode = "sustained",
points = 5,
cooldown = 30,
sustain_stamina = 100,
require = { stat = { str=28 }, },
activate = function(self, t)
local shield = self:getInven("OFFHAND")[1]
if not shield or not shield.special_combat then
game.logPlayer(self, "You cannot use Shield Wall without a shield!")
return nil
end
local stun, knock
if self:getTalentLevel(t) >= 5 then
stun = self:addTemporaryValue("stun_immune", 1)
knock = self:addTemporaryValue("knockback_immune", 1)
end
return {
atk = self:addTemporaryValue("combat_dam", -10),
dam = self:addTemporaryValue("combat_atk", -10),
def = self:addTemporaryValue("combat_def", 5 + self:getDex(4) * self:getTalentLevel(t)),
armor = self:addTemporaryValue("combat_armor", 5 + self:getCun(4) * self:getTalentLevel(t)),
stun = stun,
knock = knock
}
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("combat_def", p.def)
self:removeTemporaryValue("combat_armor", p.armor)
self:removeTemporaryValue("combat_atk", p.atk)
self:removeTemporaryValue("combat_dam", p.dam)
if p.stun then self:removeTemporaryValue("stun_immune", p.stun) end
if p.knock then self:removeTemporaryValue("knockback_immune", p.knock) end
return true
end,
info = function(self, t)
return ([[Enters a protective battle stance, increasing defense by %d and armor by %d at the cost of 10 attack and 10 damage.
At level 5 it also makes you immnue to stuns and knockbacks.]]):format(5 + self:getDex(4) * self:getTalentLevel(t), 5 + self:getCun(4) * self:getTalentLevel(t))
end,
}