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name = 'Arrival';
desc = "Give this amulet to another and they will be able to arrive at your side in a flash from anywhere in the world, carrying others with them in the spell's grip";
};
};
};
sapphire = {
name = 'Return';
desc = 'Use this amulet once to bind it to a particular point in the world, then discharge its spell to return instantly to that point.';
remove = function(ctx)
ctx.meta:set_string('rune_return_dest','')
end;
cast = function(ctx)
if not ctx.meta:contains('rune_return_dest') then
local pos = ctx.caster:get_pos()
ctx.meta:set_string('rune_return_dest',minetest.pos_to_string(pos))
................................................................................
return true -- play effects but do not break spell
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
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
sorcery.vfx.body_sparkle(s,sorcery.lib.color(20,120,255),2)
sorcery.vfx.body_sparkle(nil,sorcery.lib.color(20,255,120),2,pt)
s:set_pos(pt)
end
end
end
end;
frame = {
iridium = {
name = 'Mass Return';
desc = 'Use this amulet once to bind it to a particular point in the world, then carry yourself and everyone around you back to that point in a flash simply by using it again';
};
};
};
emerald = {
name = 'Banishment';
desc = 'Use this amulet once to bind it to a particular point in the world, then wield it against a foe to whisk them away immediately to your chosen prison';
frame = {
iridium = {
name = 'Mass Banishment';
desc = 'Use this amulet once to bind it to a particular point in the world, then use it again to seize up everyone surrounding you in the grip of a fearsome magic that will deport them all in the blink of an eye to whatever destination you have chosen';
};
};
};
ruby = {
name = 'Escape';
desc = 'Immediately transport yourself out of a dangerous situation back to the last place you slept';
frame = {
cobalt = {
name = 'Vengeful Exit';
desc = 'Translocate away to the safety of your boudoir with a fearsome blast of dangerous radiance that will send bodies flying and deal heavy damage to those nearby';
};
iridium = {
name = 'Mass Escape';
................................................................................
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';
};
diamond = {
name = 'Shockwave';
desc = 'Unleash a tidal wave of force in every direction, blasting friends and foes alike away from you with enough violence to sprain and fracture bone';
};
};
};
obliterate = {
name = 'Obliterate';
tone = {255,0,10};
................................................................................
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';
};
diamond = {
name = 'Killing';
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
if not minetest.is_player(obj) then return false end
local tgth = tgt:get_properties().eye_height
sorcery.vfx.bloodburst(vector.add(tgt:get_pos(),{x=0,y=tgth/2,z=0}),20)
................................................................................
};
diamond = {
name = 'Radiance';
desc = 'Set the air around you alight with a mystic luminance, letting you see clearly a great distance in every direction for several minutes';
frame = {
iridium = {
name = 'Sunshine';
desc = 'Unleash the power of this amulet to seize ultimate control over the forces of nature and summon the Sun high into the nighttime sky';
};
};
};
};
};
dominate = {
................................................................................
minpower = 4;
rarity = 40;
amulets = {
amethyst = {
name = 'Suffocation';
desc = 'Wrap this spell tightly around your victim\'s throat, cutting off their oxygen until you release them.';
};
ruby = {
name = 'Exsanguination';
desc = 'Rip the life force out of another, leaving them on the brink of death, and use it to mend your own wounds and invigorate your own being';
cast = function(ctx)
if not (ctx.target and ctx.target.type == 'object') then return false end
local tgt = ctx.target.ref
local takefac = math.min(99,50 + (ctx.stats.power * 5)) / 100
local dmg = tgt:get_hp() * takefac
print("!!! dmg calc",takefac,dmg,tgt:get_hp())
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name = 'Arrival';
desc = "Give this amulet to another and they will be able to arrive at your side in a flash from anywhere in the world, carrying others with them in the spell's grip";
};
};
};
sapphire = {
name = 'Return';
desc = 'Use this amulet once to bind it to a particular place, then discharge its spell to translocate yourself back to that point from anywhere in the world.';
remove = function(ctx)
ctx.meta:set_string('rune_return_dest','')
end;
cast = function(ctx)
if not ctx.meta:contains('rune_return_dest') then
local pos = ctx.caster:get_pos()
ctx.meta:set_string('rune_return_dest',minetest.pos_to_string(pos))
................................................................................
return true -- play effects but do not break spell
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';
desc = 'Use this amulet once to bind it to a particular place, then carry yourself and everyone around you back to that point in a flash simply by using it again';
};
};
};
emerald = {
name = 'Banishment';
desc = 'Use this amulet once to bind it to a particular point in the world, then wield it against a foe to whisk them away immediately to your chosen prison';
frame = {
iridium = {
name = 'Mass Banishment';
desc = 'Use this amulet once to bind it to a particular point in the world, then use it again to seize up everyone surrounding you in the grip of a fearsome magic that will deport them all in the blink of an eye to whatever destination you have chosen';
};
};
};
ruby = minetest.get_modpath('beds') and {
name = 'Escape';
desc = 'Immediately transport yourself out of a dangerous situation back to the last place you slept';
cast = function(ctx)
-- if not beds.spawns then beds.read_spawns() end
local subjects = {ctx.caster}
for _,s in pairs(subjects) do
local spp = beds.spawn[ctx.caster:get_player_name()]
if spp then
local oldpos = s:get_pos()
minetest.sound_play('sorcery_splunch', {pos=oldpos}, true)
sorcery.vfx.body_sparkle(nil,sorcery.lib.color(244,38,131),2,oldpos)
s:set_pos(spp)
minetest.sound_play('sorcery_splunch', {pos=spp}, true)
sorcery.vfx.body_sparkle(nil,sorcery.lib.color(244,38,89),2,spp)
end
-- TODO decide what happens to the people who don't have
-- respawn points already set
end
end;
frame = {
cobalt = {
name = 'Vengeful Exit';
desc = 'Translocate away to the safety of your boudoir with a fearsome blast of dangerous radiance that will send bodies flying and deal heavy damage to those nearby';
};
iridium = {
name = 'Mass Escape';
................................................................................
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';
desc = 'Let loose a stream of concussive force that slams into everything in your path and sends them hurtling away from you';
};
luxite = {
name = 'Repulsive Aura';
desc = 'For a period of time, anyone who approaches you will be violently thrust aside';
};
diamond = {
name = 'Blastwave';
desc = 'Unleash a tidal wave of force in every direction, blasting friends and foes alike away from you with enough violence to sprain and fracture bone';
};
};
};
obliterate = {
name = 'Obliterate';
tone = {255,0,10};
................................................................................
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))
local heading = ctx.heading
heading.pos.y = heading.pos.y + heading.eyeheight*0.9
local vel = vector.multiply(heading.yaw,speed)
local bolt = minetest.add_entity(vector.add(heading.pos,vector.multiply(heading.yaw,2.5)),'sorcery:spell_projectile_flamebolt')
bolt:set_rotation(heading.yaw)
bolt:get_luaentity()._blastradius = radius
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
if not minetest.is_player(obj) then return false end
local tgth = tgt:get_properties().eye_height
sorcery.vfx.bloodburst(vector.add(tgt:get_pos(),{x=0,y=tgth/2,z=0}),20)
................................................................................
};
diamond = {
name = 'Radiance';
desc = 'Set the air around you alight with a mystic luminance, letting you see clearly a great distance in every direction for several minutes';
frame = {
iridium = {
name = 'Sunshine';
mingrade = 5;
desc = 'Unleash the power of this amulet to seize ultimate control over the forces of nature and summon the Sun high into the nighttime sky';
};
};
};
};
};
dominate = {
................................................................................
minpower = 4;
rarity = 40;
amulets = {
amethyst = {
name = 'Suffocation';
desc = 'Wrap this spell tightly around your victim\'s throat, cutting off their oxygen until you release them.';
};
emerald = {
name = 'Caging';
desc = 'Trap your victim in an impenetrable field of force, leaving them with no way out but translocation or waiting for the field to release them';
};
ruby = {
name = 'Exsanguination';
desc = 'Rip the life force out of another, leaving them on the brink of death, and use it to mend your own wounds and invigorate your being';
cast = function(ctx)
if not (ctx.target and ctx.target.type == 'object') then return false end
local tgt = ctx.target.ref
local takefac = math.min(99,50 + (ctx.stats.power * 5)) / 100
local dmg = tgt:get_hp() * takefac
print("!!! dmg calc",takefac,dmg,tgt:get_hp())
|