sorcery  Diff

Differences From Artifact [4908250df2]:

To Artifact [d5ad4a6740]:

  • File data/runes.lua — part of check-in [147592b8e9] at 2020-10-26 03:58:08 on branch trunk — add over-time spellcasting abstraction to enable metamagic and in particular disjunction, add more animations and sound effects, add excavation spell, possibly some others, forget when the last commit was, edit a bunch of magitech to make it subject to the disjunction mechanism (throw up a disjunction aura and waltz right through those force fields bby, wheee), also illumination spells, tweak runeforge and rune frequence to better the balance and also limit player frustration, move some math functions into their own library category, various tweaks and bugfixes, probably other shit i don't remember (user: lexi, size: 30324) [annotate] [blame] [check-ins using]

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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();
................................................................................
	});
end
return {
	translocate = {
		name = 'Translocate';
		tone = {0,235,233};
		minpower = 3;
		rarity = 15;
		amulets = {
			amethyst = {
				name = 'Joining';
				desc = 'Give this amulet to another and they can arrive safely at your side in a flash from anywhere in the world — though returning whence they came may be a more difficult matter';
				apply = function(ctx)
					local maker = ctx.user:get_player_name()
					ctx.meta:set_string('rune_join_target',maker)
................................................................................
					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)
................................................................................
											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';
						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 = {
................................................................................
			};
		};
	};
	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';
................................................................................
						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';
................................................................................
			};
		}
	};
	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, {
................................................................................
				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';
				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';
................................................................................
			};
		};
	};
	obliterate = {
		name = 'Obliterate';
		tone = {255,0,10};
		minpower = 5;
		rarity = 30;
		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';
................................................................................
					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';
			};
			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
................................................................................
			};
		};
	};
	excavate = {
		name = 'Excavate';
		tone = {0,68,235};
		minpower = 3;
		rarity = 60;
		amulets = {




			sapphire = {
				name = 'Tunnelling';
				desc = 'Carve a long tunnel ahead of you into the rock';
































			};







































































			emerald = {
				name = 'Boring';
				desc = 'Release the force of this amulet to punch a deep borehole down into the earth below';
			}




		};
	};
	genesis = {
		name = 'Genesis';
		tone = {235,0,175};
		minpower = 5;
		rarity = 50;
		amulets = {
			mese = {

				name = 'Duplication';
				desc = 'Generate a copy of any object or item, no matter how common or rare';
			};
		};
	};
	luminate = {
		name = 'Luminate';
		tone = {255,194,0};
		minpower = 1;
		rarity = 25;
		amulets = {
			luxite = {
				name = 'Glow';
				desc = 'Swathe yourself in an aura of sparkling radiance, casting light upon all the dark places where you voyage';
			};
			diamond = {
				name = 'Radiance';
................................................................................
			};
		};
	};
	dominate = {
		name = 'Dominate';
		tone = {235,0,228};
		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())

					local numhits = math.random(6,10+ctx.stats.power/2)
					local function dohit(hitsleft)
						if tgt == nil or tgt:get_properties() == nil then return end
						tgt:punch(ctx.caster, 1, {
							full_punch_interval = 1;
							damage_groups = { fleshy = dmg / numhits }






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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_region = function(s)
	s.spell.visual_subjects {
		amount = s.amt, time = s.time, -- attached = s;
		minpos = s.minpos;
		maxpos = s.maxpos;
		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*(s.length or 1), maxexptime = 2.0 * (s.length or 1);
		minsize = s.minsize, maxsize = s.maxsize, glow = 14;
		texture = (s.img or sorcery.vfx.glowspark(s.color)):render();
		animation = {
			type = 'vertical_frames';
			aspect_w = 16, aspect_h = 16;
			length = 0.1 + (s.length or 1)*2;
		};
	}
end
local sparkle = function(color, spell, amt,time,minsize,maxsize,sh)
	sparkle_region { spell = spell;
		amt = amt, time = time, color = color;
		minsize = minsize, maxsize = maxsize;
		minpos = { x = -0.3, y = -0.5, z = -0.3 };
		maxpos = { x =  0.3, y = sh*1.1, z = 0.3 };
	}
end
local sparktrail = function(fn,tgt,color,time)
	return (fn or minetest.add_particlespawner)({
		amount = 240, time = time or 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();
................................................................................
	});
end
return {
	translocate = {
		name = 'Translocate';
		tone = {0,235,233};
		minpower = 3;
		rarity = 10;
		amulets = {
			amethyst = {
				name = 'Joining';
				desc = 'Give this amulet to another and they can arrive safely at your side in a flash from anywhere in the world — though returning whence they came may be a more difficult matter';
				apply = function(ctx)
					local maker = ctx.user:get_player_name()
					ctx.meta:set_string('rune_join_target',maker)
................................................................................
					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)
						if ctx.amulet.frame == 'tungsten' then delay = delay * 0.5 end
						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)
................................................................................
											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] = { sound = 'sorcery_stutter', pos = 'subjects' };

									};
								}
							end
						end
					end
				end;
				frame = {
					tungsten = {
						name = 'Quick Return';
						desc = 'Use this amulet once to bind it to a particular place, then discharge its spell to translocate yourself rapidly back to that point from anywhere in the world.';
					};
					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 = {
................................................................................
			};
		};
	};
	disjoin = {
		name = 'Disjoin';
		tone = {159,235,0};
		minpower = 4;
		rarity = 40;
		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';
................................................................................
						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 — including your own';
				cast = function(ctx)
					local h = ctx.heading.eyeheight*1.1
					sorcery.spell.cast {
						caster = ctx.caster, attach = 'caster';
						subjects = {{player=ctx.caster}};
						disjunction = true, range = 4 + ctx.stats.power;
						duration = 10 + ctx.stats.power * 3;
						timeline = {
							[0] = function(s,_,tl)


								local ttns = 0.8
								local vel = s.range / ttns
								s.visual_caster {
									amount = 300, time = ttns, glow = 14;
									texture = sorcery.lib.image('sorcery_sputter.png'):glow(sorcery.lib.color(160,255,80)):render();
									minpos = { x = -0.0, y = h*0.5,z = -0.0 };
									maxpos = { x =  0.0, y = h*0.5,z =  0.0 };
									minvel = { x = -vel, y = -0.0, z = -vel };
									maxvel = { x =  vel, y =  0.0, z =  vel };
									minacc = { x = -0.2, y = -0.0, z = -0.2 };
									maxacc = { x =  0.2, y =  0.0, z =  0.2 };
									minexptime = ttns, maxexptime = ttns * 2;
									minsize = 0.2, maxsize = 4.5;
									animation = {
										type = 'vertical_frames', length = 0.1 + ttns*2;
										aspect_w = 16, aspect_h = 16;
									}
								}
							end;
							[{whence=0,secs=0.8}] = function(s,te,tl)
								local range = s.range
								sparkle_region {
									spell = s, amt = 150*tl, time = tl;
									minsize = 1, maxsize = 8.4;
									minpos = { x = 0-range, y = -0.5, z = 0-range };
									maxpos = { x =   range, y = h,    z =   range };
									img = sorcery.lib.image('sorcery_flicker.png'):glow(sorcery.lib.color(120,255,30));
								}
							end;
						};
						sounds = {
							[0.00] = {sound='sorcery_disjoin',   where='caster'};
							[{whence=0,secs=0.8}] = {
								sound='sorcery_disjoin_bg', where='subjects';
								gain=0.5, stop = {whence=1,secs=-1.5}
							};
							[1.00] = {sound='sorcery_powerdown', where='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';
................................................................................
			};
		}
	};
	repulse = {
		name = 'Repulse';
		tone = {0,180,235};
		minpower = 1;
		rarity = 5;
		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

					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, {
................................................................................
				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 * 0.30;
						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 * 0.50;
									raise = 2;
									-- fall = (power * 0.25) * 0.3;
									impacts = {
										gravity = 0.1;
									};
								}
							end;
						};
						intervals = {
							{period = 0.2, after = {whence=0, secs=2}; fn = function(c)
							-- return gravity to normal once they touch down
								for si,sub in pairs(c.spell.subjects) do
									local p = sub.player:get_pos()
									for i=1,3 do
										local sum = vector.offset(p,0,-i,0)
										if not sorcery.lib.node.is_air(sum) then
											c.spell.release_subject(si)
											if #c.spell.subjects == 0 then
												return false
											end
											break
										end
									end
								end
							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';
				cast = function(ctx)
					if not (ctx.target and ctx.target.type == 'object') then return false end
					local tgt = ctx.target.ref
					local power = 16 * (1+(ctx.stats.power * 0.2))
					minetest.sound_play('sorcery_hurl',{object=ctx.caster},true)
					sorcery.spell.cast {
						caster = ctx.caster;
						subjects = {{player=tgt}};
						duration = 4;
						timeline = {
							[0] = function(s,_,tl)
								for _,sub in pairs(s.subjects) do
									local height = (sub.player:get_properties().eye_height or 1)*1.3
									local scenter = vector.add(sub.player:get_pos(), {x=0,y=height/2,z=0})
									for i=1,math.random(64,128) do
										local high = (height+0.8)*math.random() - 0.8
										local far = (high >= -0.5 and high <= height) and
											(math.random() * 0.3 + 0.4) or
											(math.random() * 0.5)
										local yaw = {x=0, y = math.random()*100, z=0}
										local po = vector.rotate({x=far,y=high,z=0}, yaw)
										local ppos = vector.add(po,sub.player:get_pos())
										local dir = vector.direction(ppos,scenter)
										local vel = math.random() * 0.8 + 0.4
										minetest.add_particle {
											pos = ppos;
											velocity = vector.multiply(dir,vel);
											expirationtime = far / vel;
											size = math.random()*2.4 + 0.6;
											texture = sorcery.lib.image('sorcery_sputter.png'):glow(sorcery.lib.color{
												hue = math.random(41,63);
												saturation = 100;
												luminosity = 0.5 + math.random()*0.3;
											}):render();
											glow = 14;
											animation = {
												type = 'vertical_frames', length = far/vel;
												aspect_w = 16, aspect_h = 16;
											};
										}
									end
								end
							end;
							[0.3] = function(s,te,tl)
								sparktrail(s.visual_subjects,ctx.caster,sorcery.lib.color(255,252,93))
								for _,sub in pairs(s.subjects) do
									sub.player:add_velocity{y=power;x=0,z=0}
								end
							end;
							[1] = (ctx.amulet.frame == 'cobalt') and function(s,te,tl)
								-- TODO add visuals
								for _,sub in pairs(s.subjects) do
									sub.player:add_velocity{y=-power*2;x=0,z=0}
								end
							end or nil;
						};
						sounds = {
							[0.3] = {
								sound = 'sorcery_hurl';
								where = 'subjects';
								ephemeral = true;
							};
							[1] = (ctx.amulet.frame == 'cobalt') and {
								sound = 'sorcery_hurl';
								where = 'subjects';
								ephemeral = true;
							} or nil;
						};
					};
				end;
				frame = {
					cobalt = {
						name = 'Crushing';
						desc = 'Toss an enemy violently into the air, then bring them crashing down to earth with bone-shattering force';
					};
					iridium = {
						name = 'Mass Flinging';
						desc = 'Send everyone around you hurtling into the sky, 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';
................................................................................
			};
		};
	};
	obliterate = {
		name = 'Obliterate';
		tone = {255,0,10};
		minpower = 5;
		rarity = 35;
		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';
................................................................................
					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 = 'Cataclysmic Aura';
				desc = 'A storm of destructive force rages about you as you stand untouched, the master of its voracious dark energies';
			};
			mese = {
				name = 'Cataclysm';
				desc = 'Use this amulet once to pick a target, then visit devastation upon it from afar whenever you so will 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
................................................................................
			};
		};
	};
	excavate = {
		name = 'Excavate';
		tone = {0,68,235};
		minpower = 3;
		rarity = 30;
		amulets = {
			luxite = {
				name = 'Stonestride';
				desc = 'Rock walls will open up before you when you brandish this amulet before them, closing up again behind you without leaving a trace of your passage';
			};
			sapphire = {
				name = 'Tunnelling';
				desc = 'Carve a long tunnel ahead of you into the rock and dirt';
				cast = function(ctx)
					if ctx.target.type ~= 'node' then return false end
					local allowed = {
						['default:stone'] = true;
						['default:desert_stone'] = true;
						['default:dirt'] = true;
						['default:gravel'] = true;
					}
					if allowed[minetest.get_node(ctx.target.under).name] ~= true then
						return false
					end
					local timeline,sounds = {}, {}
					local tunnel_depth = math.random(5,9) * ctx.stats.power
					local cname = ctx.caster:get_player_name()
					local cut = function(step,s,te,tl)
						local smash = function(pos)
							if not allowed[minetest.get_node(pos).name] then return end
							if minetest.is_protected(pos, cname) then return end
							s.visual {
								amount = math.random(32,48), time = 0.2, glow = 14;
								texture = sorcery.lib.image('sorcery_spark.png'):glow(sorcery.lib.color(10,20,255)):render();
								minpos = vector.subtract(pos, {x=0.5,y=0.5,z=0.5});
								maxpos = vector.add     (pos, {x=0.5,y=0.5,z=0.5});
								minvel = {x = -0.3, y = -0.3, z = -0.3};
								maxvel = {x =  0.3, y =  0.3, z =  0.3};
								minacc = {x = -0.6, y = -0.6, z = -0.6};
								maxacc = {x =  0.6, y =  0.6, z =  0.6};
								minexptime = 0.4, maxexptime = 1.2;
								minsize = 0.3, maxsize = 1.2;
								animation = {
									type = 'vertical_frames', length = 1.3;
									aspect_w = 16, aspect_h = 16;
								};
							}
							minetest.dig_node(pos)
							if math.random(5) == 1 then
								minetest.set_node(pos, {name='sorcery:air_flash_' .. tostring(math.random(10))})
							end
							-- TODO visuals
						end
						local r = s.tunnel_radius
						local yaw = {x=0,y=s.tunnel_angle,z=0}
						s.visual {
							amount = 16, time = 3, glow = 14;
							texture = sorcery.lib.image('sorcery_sparking.png'):glow(sorcery.lib.color(20,60,255)):render();
							minpos = vector.subtract(s.anchor, {x=r,y=r,z=r});
							maxpos = vector.add     (s.anchor, {x=r,y=r,z=r});
							minvel = {x = -0.1, y = -0.1, z = -0.1};
							maxvel = {x =  0.1, y =  0.1, z =  0.1};
							minexptime = 1.0, maxexptime = 1.4;
							minsize = 1.5, maxsize = 4;
							animation = {
								type = 'vertical_frames', length = 1.5;
								aspect_w = 64, aspect_h = 64;
							};
						}
						for x=-r,r do for y=-r,r do
							local xs = x < 0 and -1 or 1
							local ys = y < 0 and -1 or 1
							if x^2 + y^2 <= r^2 then
								if (x+xs)^2 + y^2 > r^2 or
								   (y+ys)^2 + x^2 > r^2 then
								   -- we're right at the edge - make a mess
								   if math.random(5) == 1 then goto skip end
								end
								local p = vector.add(s.anchor,vector.rotate({x=x,y=y,z=0},yaw))
								smash(p)
							end
						::skip::end end
						-- if math.random(1,10) == 1 then
						-- 	s.tunnel_angle = s.tunnel_angle + math.random(-0.05,0.05)
						-- 	yaw.y = s.tunnel_angle
						-- end
						if math.random(1,21) == 1 then
							s.tunnel_radius = math.min(6,math.max(3,s.tunnel_radius + math.random(-1,1)))
						end
						local dir = vector.rotate({x=0,y=0,z=1},yaw)
						if sorcery.lib.math.vdcomp(1, dir) < 1 then
							dir = vector.normalize(dir)
						end
						s.anchor = vector.add(s.anchor,dir)
					end
					local tp = 0
					for i=1,tunnel_depth do
						local now = {whence=0,secs=tp}
						timeline[now] = function(...) cut(i,...) end
						sounds[now] = {
							sound='sorcery_crunch', where='pos';
							ephemeral=true, gain = math.random(3,10) * 0.1;
						}
						tp = tp + (math.random(2,5) * 0.1)
					end
					sounds[1] = {sound='sorcery_powerdown', where='pos'}
					sorcery.spell.cast {
						caster = ctx.caster;
						duration = tp;
						timeline = timeline, sounds = sounds;
						-- spell state
						anchor = ctx.target.under;
						tunnel_angle = ctx.caster:get_look_horizontal();
						tunnel_radius = math.floor(math.random(3,5) * (ctx.stats.power * 0.1));
					}
				end;
			};
			emerald = {
				name = 'Boring';
				desc = 'Release the force of this amulet to punch a deep borehole down into the earth below';
			};
			amethyst = {
				name = 'Shaftcutting';
				desc = 'Cut a wide shaft up into the ceiling of a cavern';
			};
		};
	};
	genesis = {
		name = 'Genesis';
		tone = {235,0,175};
		minpower = 5;
		rarity = 25;
		amulets = {
			mese = {
				mingrade = 4;
				name = 'Duplication';
				desc = 'Generate a copy of any object or item, no matter how common or rare';
			};
		};
	};
	luminate = {
		name = 'Luminate';
		tone = {255,194,0};
		minpower = 1;
		rarity = 5;
		amulets = {
			luxite = {
				name = 'Glow';
				desc = 'Swathe yourself in an aura of sparkling radiance, casting light upon all the dark places where you voyage';
			};
			diamond = {
				name = 'Radiance';
................................................................................
			};
		};
	};
	dominate = {
		name = 'Dominate';
		tone = {235,0,228};
		minpower = 4;
		rarity = 20;
		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';
			};
			luxite = {
				name = 'Vampiric Aura';
				desc = 'For a time, anyone who approaches you, whether friend or foe, will suffer immediate retaliation as they are quickly sapped of their vital force in order to replenish your own';
			};
			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


					local numhits = math.random(6,10+ctx.stats.power/2)
					local function dohit(hitsleft)
						if tgt == nil or tgt:get_properties() == nil then return end
						tgt:punch(ctx.caster, 1, {
							full_punch_interval = 1;
							damage_groups = { fleshy = dmg / numhits }