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|
-- a rune is an abstract object created by a runeforge, which can be
-- applied to an amulet in order to imbue that amulet with unique
-- and fearsome powers. the specific spell depends on the stone the
-- rune is applied to, and not all runes can necessarily be applied
-- to all stones.
return {
translocate = {
name = 'Translocate';
tone = {0,235,233};
minpower = 3;
rarity = 15;
amulets = {
................................................................................
else
local pos = minetest.string_to_pos(ctx.meta:get_string('rune_return_dest'))
ctx.meta:set_string('rune_return_dest','')
local subjects = { ctx.caster }
local center = ctx.caster:get_pos()
ctx.sparkle = false
local delay = math.max(3,10 - ctx.stats.power) + 3*(math.random()*2-1)
print('teledelay',delay,ctx.stats.power)
for _,s in pairs(subjects) do
local offset = vector.subtract(s:get_pos(), center)
local pt = sorcery.lib.node.get_arrival_point(vector.add(pos,offset))
if pt then
minetest.sound_play('sorcery_stutter', {
object = s, gain = 0.8;
},true)
local windup = minetest.sound_play('sorcery_windup',{
object = s, gain = 0.4;
})
local mydelay = delay + math.random(-10,10)*.1;
local spark = sorcery.lib.image('sorcery_spark.png')
local sh = s:get_properties().eye_height
local sparkle = function(amt,time,minsize,maxsize)
minetest.add_particlespawner {
amount = amt, time = time, attached = s;
minpos = { x = -0.3, y = -0.5, z = -0.3 };
maxpos = { x = 0.3, y = sh*1.1, z = 0.3 };
minvel = { x = -0.4, y = -0.2, z = -0.4 };
maxvel = { x = 0.4, y = 0.2, z = 0.4 };
minacc = { x = -0.5, y = -0.4, z = -0.5 };
maxacc = { x = 0.5, y = 0.4, z = 0.5 };
minexptime = 1.0, maxexptime = 2.0;
minsize = minsize, maxsize = maxsize, glow = 14;
texture = spark:blit(spark:multiply(sorcery.lib.color(29,205,247))):render();
animation = {
type = 'vertical_frames';
aspect_w = 16, aspect_h = 16;
};
}
end
sparkle(mydelay*100,mydelay,0.3,1.3)
minetest.after(mydelay*0.4, function()
local timeleft = mydelay - (mydelay*0.4)
sparkle(timeleft*150, timeleft, 0.6,1.8)
end)
minetest.after(mydelay*0.7, function()
local timeleft = mydelay - (mydelay*0.7)
sparkle(timeleft*80, timeleft, 2,4)
end)
sorcery.lib.node.preload(pt,s)
minetest.after(mydelay, function()
minetest.sound_stop(windup)
minetest.sound_play('sorcery_zap', { pos = pt, gain = 0.4 },true)
minetest.sound_play('sorcery_zap', { pos = s:get_pos(), gain = 0.4 },true)
sorcery.vfx.body_sparkle(nil,sorcery.lib.color(20,255,120),2,s:get_pos())
s:set_pos(pt)
sorcery.vfx.body_sparkle(s,sorcery.lib.color(20,120,255),2)
end)
end
end
end
end;
frame = {
iridium = {
name = 'Mass Return';
................................................................................
};
disjoin = {
name = 'Disjoin';
tone = {159,235,0};
minpower = 4;
rarity = 20;
amulets = {
amethyst = {
name = 'Unsealing';
desc = 'Wielding this amulet, a touch of your hand will unravel even the mightiest protective magics, leaving doors unsealed and walls free to tear down';
};
emerald = {
name = 'Mundanity';
desc = 'Strip away the effects of all active potions and spells in your immediate vicinity, leaving adversaries without their magicks to enhance and protect them, and allies free of any curses they may be hobbled by -- and, of course, vice versa';
};
}
};
repulse = {
name = 'Repulse';
tone = {0,180,235};
minpower = 1;
rarity = 7;
amulets = {
amethyst = {
name = 'Hurling';
desc = 'Wielding this amulet, a mere flick of your fingers will lift any target of your choice bodily into the air and press upon them with tremendous repulsive force, throwing them like a hapless ragdoll out of your path';
};
sapphire = {
name = 'Flinging';
desc = 'Toss an enemy violently into the air, and allow the inevitable impact to do your dirty work for you';
};
emerald = {
name = 'Shockwave';
................................................................................
amulets = {
amethyst = {
name = 'Sapping';
desc = 'Punch a hole in enemy fortifications big enough to slip through but small enough to avoid immediate attention';
};
ruby = {
name = 'Shattering';
desc = 'Tear a violent wound in the earth with the destructive force of this amulet';
};
emerald = {
name = 'Detonate';
desc = 'Wielding this amulet, you can loose an extraordinarily powerful bolt of flame from your fingertips that will explode violently on impact, wreaking total havoc wherever it lands';
cast = function(ctx)
local speed = 40
local radius = math.random(math.floor(ctx.stats.power*0.5),math.ceil(ctx.stats.power))
................................................................................
bolt:set_velocity(vel)
end;
};
luxite = {
name = 'Lethal Aura';
desc = 'For a time, anyone who approaches you, whether friend or foe, will suffer immediate retaliation as they are quickly sapped of their life force';
};
diamond = {
name = 'Killing';
mingrade = 4;
desc = 'Wield this amulet against a foe to instantly snuff the life out of their mortal form, regardless of their physical protections.';
cast = function(ctx)
if not (ctx.target and ctx.target.type == 'object') then return false end
local tgt = ctx.target.ref
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|
-- a rune is an abstract object created by a runeforge, which can be
-- applied to an amulet in order to imbue that amulet with unique
-- and fearsome powers. the specific spell depends on the stone the
-- rune is applied to, and not all runes can necessarily be applied
-- to all stones.
local sparkle = function(color, spell, amt,time,minsize,maxsize,sh)
spell.visual_subjects {
amount = amt, time = time, -- attached = s;
minpos = { x = -0.3, y = -0.5, z = -0.3 };
maxpos = { x = 0.3, y = sh*1.1, z = 0.3 };
minvel = { x = -0.4, y = -0.2, z = -0.4 };
maxvel = { x = 0.4, y = 0.2, z = 0.4 };
minacc = { x = -0.5, y = -0.4, z = -0.5 };
maxacc = { x = 0.5, y = 0.4, z = 0.5 };
minexptime = 1.0, maxexptime = 2.0;
minsize = minsize, maxsize = maxsize, glow = 14;
texture = sorcery.vfx.glowspark(color):render();
animation = {
type = 'vertical_frames';
aspect_w = 16, aspect_h = 16;
};
}
end
local sparktrail = function(fn,tgt,color)
return (fn or minetest.add_particlespawner)({
amount = 240, time = 1, attached = tgt;
minpos = {x = -0.4, y = -0.5, z = -0.4};
maxpos = {x = 0.4, y = tgt:get_properties().eye_height or 0.5, z = 0.4};
minacc = {x = 0.0, y = 0.05, z = 0.0};
maxacc = {x = 0.0, y = 0.15, z = 0.0};
minexptime = 1.5, maxexptime = 5;
minsize = 0.5, maxsize = 2.6, glow = 14;
texture = sorcery.vfx.glowspark(color):render();
animation = {
type = 'vertical_frames', length = 5.1;
aspect_w = 16, aspect_h = 16;
};
});
end
return {
translocate = {
name = 'Translocate';
tone = {0,235,233};
minpower = 3;
rarity = 15;
amulets = {
................................................................................
else
local pos = minetest.string_to_pos(ctx.meta:get_string('rune_return_dest'))
ctx.meta:set_string('rune_return_dest','')
local subjects = { ctx.caster }
local center = ctx.caster:get_pos()
ctx.sparkle = false
local delay = math.max(3,10 - ctx.stats.power) + 3*(math.random()*2-1)
for _,s in pairs(subjects) do
local offset = vector.subtract(s:get_pos(), center)
local pt = sorcery.lib.node.get_arrival_point(vector.add(pos,offset))
if pt then
-- minetest.sound_play('sorcery_stutter', {
-- object = s, gain = 0.8;
-- },true)
local mydelay = delay + math.random(-10,10)*.1;
local sh = s:get_properties().eye_height
local color = sorcery.lib.color(29,205,247)
sorcery.lib.node.preload(pt,s)
sorcery.spell.cast {
duration = mydelay;
caster = ctx.caster;
subjects = {{player=s,dest=pt}};
timeline = {
[0] = function(sp,_,timeleft)
sparkle(color,sp,timeleft*100, timeleft, 0.3,1.3, sh)
sp.windup = (sp.play_now{
sound = 'sorcery_windup';
where = 'subjects';
gain = 0.4;
fade = 1.5;
})[1]
end;
[0.4] = function(sp,_,timeleft)
sparkle(color,sp,timeleft*150, timeleft, 0.6,1.8, sh)
end;
[0.7] = function(sp,_,timeleft)
sparkle(color,sp,timeleft*80, timeleft, 2,4, sh)
end;
[1] = function(sp)
sp.silence(sp.windup)
minetest.sound_play('sorcery_zap', { pos = pt, gain = 0.4 },true)
minetest.sound_play('sorcery_zap', { pos = s:get_pos(), gain = 0.4 },true)
sorcery.vfx.body_sparkle(nil,sorcery.lib.color(20,255,120),2,s:get_pos())
s:set_pos(pt)
sorcery.vfx.body_sparkle(s,sorcery.lib.color(20,120,255),2)
end;
};
sounds = {
[0] = {
pos = 'subjects';
sound = 'sorcery_stutter';
};
};
}
end
end
end
end;
frame = {
iridium = {
name = 'Mass Return';
................................................................................
};
disjoin = {
name = 'Disjoin';
tone = {159,235,0};
minpower = 4;
rarity = 20;
amulets = {
sapphire = {
name = 'Unsealing';
desc = 'Wielding this amulet, a touch of your hand will unravel even the mightiest protective magics, leaving doors unsealed and walls free to tear down';
};
amethyst = {
name = 'Purging';
desc = 'Free yourself from the grip of any malicious spellwork with a snap of your fingers — interrupting all of your own active spells in the process, including impending translocations';
cast = function(ctx)
local h = ctx.heading.eyeheight * 1.1
minetest.add_particlespawner {
time = 0.2, amount = math.random(200,250), attached = ctx.caster;
glow = 14, texture = sorcery.vfx.glowspark(sorcery.lib.color(156,255,10)):render();
minpos = {x = -0.3, y = -0.5, z = -0.3};
maxpos = {x = 0.3, y = h, z = 0.3};
minvel = {x = -1.8, y = -1.8, z = -1.8};
maxvel = {x = 1.8, y = 1.8, z = 1.8};
minsize = 0.2, maxsize = 5;
animation = {
type = 'vertical_frames', length = 4.1;
aspect_w = 16, aspect_h = 16;
};
minexptime = 2, maxexptime = 4;
}
minetest.sound_play('sorcery_disjoin',{object=ctx.caster},true)
sorcery.spell.disjoin{target=ctx.caster}
end;
};
emerald = {
name = 'Disjunction Field';
desc = 'Render an area totally opaque to spellwork for a period of time, disrupting any existing spells and preventing further spellcasting therein';
};
ruby = {
name = 'Disjunction';
desc = 'Wield this amulet against a spellcaster to disrupt and abort all their spells in progress, perhaps to trap a foe intent on translocating away, or unleash its force upon the victim of a malign hex to free them from its clutches';
frame = {
iridium = {
name = 'Nullification';
desc = 'Not only will your victim\'s spells be nullified, but all enchanted objects they carry will be stripped of their power — or possibly even destroyed outright';
};
};
};
luxite = {
name = 'Disjunctive Aura';
desc = 'For a time, all magic undertaken in your vicinity will fail totally';
cast = function(ctx)
sorcery.spell.cast {
caster = ctx.caster, attach = 'caster';
disjunction = true, range = 4 + ctx.stats.power;
duration = 10 + ctx.stats.power * 3;
timeline = {
[0] = function(s,_,tl)
sparkle(sorcery.lib.color(120,255,30), s,
30 * tl, tl, 0.3,1.4, ctx.heading.eyeheight*1.1)
end
};
sounds = {
[0] = { sound = 'sorcery_disjoin', pos = 'caster' };
[1] = { sound = 'sorcery_powerdown', pos = 'caster' };
};
}
end
};
diamond = {
name = 'Mundanity';
desc = 'Strip away the effects of all active potions and spells in your immediate vicinity, leaving adversaries without their magicks to enhance and protect them, and allies free of any curses they may be hobbled by -- and, of course, vice versa';
frame = {
iridium = {
name = 'Spellshatter';
desc = 'Blast out a tidal wave of anti-magic that will nullify active spells, but also disenchant or destroy all magical items in range of its violently mundane grip';
};
};
};
}
};
repulse = {
name = 'Repulse';
tone = {0,180,235};
minpower = 1;
rarity = 7;
amulets = {
amethyst = {
name = 'Hurling';
desc = 'Wielding this amulet, a mere flick of your fingers will lift any target of your choice bodily into the air and press upon them with tremendous repulsive force, throwing them like a hapless ragdoll out of your path';
cast = function(ctx)
if not (ctx.target and ctx.target.type == 'object') then return false end
local tgt = ctx.target.ref
local line = vector.subtract(ctx.caster:get_pos(), tgt:get_pos())
-- direction vector from target to caster
print('line',dump(line))
local dir,mag = sorcery.lib.math.vsep(line)
if mag > 6 then return false end -- no cheating!
local force = 20 + (ctx.stats.power * 2.5)
minetest.sound_play('sorcery_hurl',{pos=tgt:get_pos()},true)
local immortal = tgt:get_luaentity():get_armor_groups().immortal or 0
if minetest.is_player(tgt) or immortal == 0 then
tgt:punch(ctx.caster, 1, {
full_punch_interval = 1;
damage_groups = { fleshy = force / 10 };
})
end
sparktrail(nil,tgt,sorcery.lib.color(101,226,255))
if dir.y > 0 then dir.y = 0 end -- spell always lifts
dir = vector.add(dir, {x=0,z=0,y=-0.25})
local vel = vector.multiply(dir,0-force)
tgt:add_velocity(vel)
end;
};
ruby = {
name = 'Liftoff';
desc = 'Lift yourself high into the air with a blast of violent repulsive force against the ground, and drift down safely to a position of your choice';
cast = function(ctx)
local power = 14 * (1+(ctx.stats.power * 0.2))
minetest.sound_play('sorcery_hurl',{object=ctx.caster},true)
sorcery.spell.cast {
caster = ctx.caster;
subjects = {{player=ctx.caster}};
duration = power * 0.25;
timeline = {
[0] = function(s,_,tl)
sparktrail(s.visual_subjects,ctx.caster,sorcery.lib.color(255,252,93))
ctx.caster:add_velocity{y=power;x=0,z=0}
s.affect {
duration = power * 0.25;
raise = 2;
fall = (power * 0.25) * 0.3;
impacts = {
gravity = 0.1;
};
}
end;
};
}
end;
};
sapphire = {
name = 'Flinging';
desc = 'Toss an enemy violently into the air, and allow the inevitable impact to do your dirty work for you';
};
emerald = {
name = 'Shockwave';
................................................................................
amulets = {
amethyst = {
name = 'Sapping';
desc = 'Punch a hole in enemy fortifications big enough to slip through but small enough to avoid immediate attention';
};
ruby = {
name = 'Shattering';
desc = 'Tear a violent wound in the land with the destructive force of this amulet';
};
emerald = {
name = 'Detonate';
desc = 'Wielding this amulet, you can loose an extraordinarily powerful bolt of flame from your fingertips that will explode violently on impact, wreaking total havoc wherever it lands';
cast = function(ctx)
local speed = 40
local radius = math.random(math.floor(ctx.stats.power*0.5),math.ceil(ctx.stats.power))
................................................................................
bolt:set_velocity(vel)
end;
};
luxite = {
name = 'Lethal Aura';
desc = 'For a time, anyone who approaches you, whether friend or foe, will suffer immediate retaliation as they are quickly sapped of their life force';
};
mese = {
name = 'Cataclysm';
desc = 'Use this amulet once to pick a target, then visit devastation upon it from afar with a mere snap of your fingers';
};
diamond = {
name = 'Killing';
mingrade = 4;
desc = 'Wield this amulet against a foe to instantly snuff the life out of their mortal form, regardless of their physical protections.';
cast = function(ctx)
if not (ctx.target and ctx.target.type == 'object') then return false end
local tgt = ctx.target.ref
|