sorcery  Diff

Differences From 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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		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 = 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)
				end;
				remove = function(ctx) ctx.meta:set_string('rune_join_target','') end;


















				frame = {




					gold = {
						name = 'Exchange';
						desc = 'Give this amulet to another and they will be able to trade places with you no matter where in the world each of you might be.'; 
					};
					cobalt = {
						name = 'Sending';
						desc = 'Give this amulet to another and by wielding this amulet against another they will be able to transport them instantly to your side';
................................................................................
					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)
								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] = { 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.';
					};
................................................................................
						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 = {
................................................................................
						desc = 'Break up even the fiercest of quarrels by transporting yourself and everyone around you out of harms\' way and immediately back to the last place each slept';
					};
				};
			};
			diamond = {
				name = 'Elevation';
				desc = 'Lift yourself and everything around you high up into the sky';



















































































































			};
		};
	};


	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';
................................................................................
			};
			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
................................................................................
			};
			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 * 0.30;
						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;
						};
................................................................................
				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
................................................................................
			};
		};
	};
	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';
................................................................................
			};
		};
	};
	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';
................................................................................
							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));
................................................................................
			};
		};
	};
	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';
				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';
................................................................................
			};
		};
	};
	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';







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		texture = sorcery.vfx.glowspark(color):render();
		animation = {
			type = 'vertical_frames', length = 5.1;
			aspect_w = 16, aspect_h = 16;
		};
	});
end

local teleport = function(ctx,subjects,delay,pos,color)
	if ctx.amulet.frame == 'tungsten' then delay = delay * 0.5 end
	color = color or sorcery.lib.color(29,205,247)
	local center = ctx.caster:get_pos()
	for _,sub in pairs(subjects) do
		local s = sub.ref
		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 = sub.delay or (delay + math.random(-10,10)*.1);
			local sh = s:get_properties().eye_height
			local color = sub.color or color
			sorcery.lib.node.preload(pt,s)
			sorcery.spell.cast {
				name = 'sorcery:translocate';
				duration = mydelay;
				caster = ctx.caster;
				subjects = {{player=s,dest=sub.dest or 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,color:brighten(1.3),2,s:get_pos())
						s:set_pos(pt)
						sorcery.vfx.body_sparkle(s,color:darken(0.3),2)
					end;
				};
				sounds = {
					[0] = { sound = 'sorcery_stutter', pos = 'subjects' };
				};
			}
		end
	end
end
return {
	translocate = {
		name = 'Translocate';
		tone = {0,235,233};
		minpower = 3;
		rarity = 7;
		amulets = {
			amethyst = {
				name = 'Joining';
				desc = 'Give this amulet to another and with a snap of their fingers they can arrive safely at your side 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)
				end;
				remove = function(ctx) ctx.meta:set_string('rune_join_target','') end;
				cast = function(ctx)
					local target = minetest.get_player_by_name(ctx.meta:get_string('rune_join_target'))
					if not target then return false end

					local subjects if ctx.amulet.frame == 'cobalt' then
						if ctx.target.type ~= 'object' then return false end
						subjects = {{ref=ctx.target.ref}}
					else subjects = {{ref=ctx.caster}} end

					local delay = math.max(5,11 - ctx.stats.power) + 2.3*(math.random()*2-1)
					local color = sorcery.lib.color(117,38,237)
					teleport(ctx,subjects,delay,target:get_pos(),color)
					if ctx.amulet.frame == 'gold' then
						teleport(ctx,{{ref=target}},delay,ctx.caster:get_pos())
					else
						ctx.sparkle = false
					end
				end;
				frame = {
					tungsten = {
						name = 'Quick Joining';
						desc = 'Give this amulet to another and they can arrive safely at your side almost instantaneously from anywhere in the world — though returning whence they came may be a more difficult matter';
					};
					gold = {
						name = 'Exchange';
						desc = 'Give this amulet to another and they will be able to trade places with you no matter where in the world each of you might be.'; 
					};
					cobalt = {
						name = 'Sending';
						desc = 'Give this amulet to another and by wielding this amulet against another they will be able to transport them instantly to your side';
................................................................................
					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)
						teleport(ctx,{{ref=ctx.caster}},delay,pos)














































					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.';
					};
................................................................................
						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, before anyone has time to net you in a disjunction';
				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()
							local jump = function()
								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
							if ctx.amulet.frame == 'cobalt' then
								sorcery.spell.cast {
									name = 'sorcery:escape';
									caster = s;
									duration = random() * 0.4 + 0.3;
									timeline = {
										[0] = function()
											sorcery.vfx.imbue(sorcery.lib.color(244,38,131), s, 1.3)
										end;
										[1] = function(sp)
											local radius = 6 * ctx.stats.power
											local center = sp.caster:get_pos()
											local targets = minetest.get_objects_inside_radius(center, radius)
											jump()
											-- TODO: shockwave visuals
											for _,o in pairs(targets) do
												if not o:get_armor_groups().immortal then
													local distance = vector.distance(o:get_pos(), center)
													local dmg = (7 * ctx.stats.power) * (distance / radius)
													minetest.punch(ctx.caster, 1.0, {
														full_punch_interval = 1.0;
														damage_groups = { fleshy = dmg };
													}, vector.direction(o:get_pos(), center));
												end
											end 
										end;
									}
								}
							else jump() end
						end
						-- TODO decide what happens to the people who don't have
						-- respawn points already set
					end
				end;
				frame = {
					cobalt = {
................................................................................
						desc = 'Break up even the fiercest of quarrels by transporting yourself and everyone around you out of harms\' way and immediately back to the last place each slept';
					};
				};
			};
			diamond = {
				name = 'Elevation';
				desc = 'Lift yourself and everything around you high up into the sky';
				cast = function(ctx)
					local center = ctx.caster:get_pos()
					local up = ((ctx.stats.power * 7) + math.random(6,17)) * (math.random() * 0.4 + 0.4)
					if center.y > 0 then up = up + center.y end
					local newcenter = vector.new(center.x,up,center.z)
					if not sorcery.lib.node.get_arrival_point(newcenter) then return false end
					sorcery.lib.node.preload(newcenter,ctx.caster)
					local jmpcolor = sorcery.lib.color(0,255,144)

					if not ctx.amulet.frame == 'iridium' then
						local where = vector.offset(center,0,1,0)
						repeat local ok, nx = minetest.line_of_sight(where, newcenter)
							if ok then break end
							if minetest.get_node_or_nil(nx) == nil then
								minetest.load_area(nx)
								where = nx -- save some time
							else return false end
						until false
					end
					local lift = function(n)
						local dest = vector.new(n.pos.x, up + n.h, n.pos.z)
						if sorcery.lib.node.is_clear(dest) then
							minetest.set_node(dest, minetest.get_node(n.pos))
							minetest.get_meta(dest):from_table(minetest.get_meta(n.pos):to_table())
							if math.random(5) == 1 then
								minetest.set_node(n.pos, {name='sorcery:air_flash_' .. tostring(math.random(10))})
							else minetest.remove_node(n.pos) end
							local obs = minetest.get_objects_inside_radius(n.pos, 1.5)
							if obs then for _,o in pairs(obs) do
								local pt = sorcery.lib.node.get_arrival_point(vector.add(dest, vector.subtract(o:get_pos(),n.pos))) 
								if pt then
									o:set_pos(pt)
									sorcery.vfx.body_sparkle(o,jmpcolor:darken(0.3),2)
								end
							end end
							return true
						else
							return false
						end
					end
					local nodes,sparkles,tmap = {},{},{}
					local r = math.ceil((ctx.stats.power * 0.1) * 8 + 3)
					for x = -r,r do -- lazy hack to select a sphere
					for z = -r,r do
						local col = {}
						for y = -r,r do
							local ofs = vector.new(x,y,z)
							if sorcery.lib.math.vdcomp(r,ofs) <= 1 then
								local pos = vector.add(center, ofs)
								if sorcery.lib.node.is_air(pos) then
									if y > 0 then
										sparkles[#sparkles+1] = pos
										break -- levitation is a sin
									end
								else
									nodes[#nodes+1] = {pos=pos, h=y}
									col[#col+1] = {pos=pos, h=y}
								end
							end
						end
						if #col > 0 then
							local seq = math.floor(math.sqrt((x^2) + (z^2)))
							-- TODO find a way to optimise this shitshow
							if tmap[seq]
								then tmap[seq][#(tmap[seq])+1] = col
								else tmap[seq] = {col}
							end
						end
					end end

					-- for _,n in pairs(nodes) do
					-- 	local dest = vector.new(n.pos.x, up + n.h, n.pos.z)
					-- 	if sorcery.lib.node.is_clear(dest) then
					-- 		minetest.set_node(dest, minetest.get_node(n.pos))
					-- 		minetest.get_meta(dest):from_table(minetest.get_meta(n.pos):to_table())
					-- 		if math.random(5) == 1 then
					-- 			minetest.set_node(n.pos, {name='sorcery:air_flash_' .. tostring(math.random(10))})
					-- 		else minetest.remove_node(n.pos) end
					-- 	end
					-- end
					local timeline, sounds = {
						[0] = function(s)
							-- sorcery.vfx.imbue(jmpcolor,s.caster,1)
						end;
					}, {};
					local time = 0;
					for i=0,#tmap do
						local cols = tmap[i]
						if cols ~= nil then
							time = time + math.random()*0.2 + 0.1
							local wh = {whence=0,secs=2+time}
							timeline[wh] = function(sp)
								for _,col in pairs(cols) do
									for _,n in pairs(col) do lift(n) end
								end
							end
							sounds[wh] = {
								sound = 'sorcery_zap';
								gain = math.random() + 0.1;
								where = cols[1][1].pos;
							}
						end
					end
					sorcery.spell.cast {
						name = 'sorcery:elevate';
						caster = ctx.caster;
						anchor = center, radius = r;
						duration = 2 + time;
						timeline = timeline, sounds = sounds;
					}
				end;
				frame = {
					iridium = {
						name = 'Ascension';
						desc = 'Transport yourself and your surroundings high into the heavens, even if you are deep in the bowels of the earth';
					};
				};
			};
		};
	};
	disjoin = {
		name = 'Disjoin';
		tone = {159,235,0};
		minpower = 4;
		rarity = 34;
		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';
................................................................................
			};
			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 {
						name = 'sorcery:disjunctive-aura';
						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
................................................................................
			};
			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)

					local oldsp = sorcery.spell.ensorcelled(ctx.caster, 'sorcery:liftoff')
					if oldsp then oldsp:cancel() end

					sorcery.spell.cast {
						name = 'sorcery:liftoff';
						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*1.2;x=0,z=0}
							end;
							[{whence=0, secs=1}] = function(s)
								s.affect {
									duration = power * 0.50;
									raise = 0.5;
									-- fall = (power * 0.25) * 0.3;
									impacts = {
										gravity = 0.1;
									};
								}
							end;
						};
................................................................................
				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 {
						name = 'sorcery:flinging';
						caster = ctx.caster;
						subjects = {{player=tgt}};
						duration = 4;
						timeline = {
							[0] = function(s,_,tl)
								for _,sub in pairs(s.subjects) do
									sorcery.vfx.imbue(function() return
















										sorcery.lib.color {
											hue = math.random(41,63);
											saturation = 100;
											luminosity = 0.5 + math.random()*0.3;






										}
									end, sub.player)
								end
							end;

							[{whence=0, secs=1}] = 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
................................................................................
			};
		};
	};
	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';
................................................................................
			};
		};
	};
	excavate = {
		name = 'Excavate';
		tone = {0,68,235};
		minpower = 3;
		rarity = 17;
		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';
................................................................................
							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 {
						name = 'sorcery:excavate';
						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));
................................................................................
			};
		};
	};
	genesis = {
		name = 'Genesis';
		tone = {235,0,175};
		minpower = 5;
		rarity = 23;
		amulets = {
			mese = {
				mingrade = 4;
				name = 'Duplication';
				desc = 'Bring an exact twin of any object or item into existence, no matter how common or rare it might be';
				cast = function(ctx)
					local color = sorcery.lib.color(255,61,205)
					local dup, sndpos, anchor, sbj, ty
					if ctx.target.type == 'object' and ctx.target.ref:get_luaentity().name == '__builtin:item' then
						sorcery.vfx.imbue(color, ctx.target.ref)
						sndpos = 'subjects'
						sbj = {{player = ctx.target.ref}}
						local item = ItemStack(ctx.target.ref:get_luaentity().itemstring)
						local r = function() return math.random() * 2 - 1 end
						local putpos = vector.offset(ctx.target.ref:get_pos(), r(), 1, r())
						dup = function()
							item:set_count(1) -- nice try bouge-san
							return minetest.add_item(putpos, item), false
						end
					elseif ctx.target.type == 'node' then
						ty = minetest.get_node(ctx.target.under).name
						sorcery.vfx.imbue(color, ctx.target.under)
						sndpos = 'pos';
						anchor = ctx.target.under;
						dup = function()
							local origmeta = minetest.get_meta(ctx.target.under):to_table()
							origmeta.inventory = nil
							local npos
							do local vp = {}
								for _, of in pairs(sorcery.lib.node.offsets.neighbors) do
									local sum = vector.add(ctx.target.under, of)
									if sorcery.lib.node.is_clear(sum) then
										vp[#vp+1] = sum
									end
								end
								if #vp > 0 then npos=vp[math.random(#vp)] end
							end
							if npos then
								minetest.set_node(npos, minetest.get_node(ctx.target.under))
								minetest.get_meta(npos):from_table(origmeta)
								return npos, true
							else
								local nstack = ItemStack(ty)
								nstack:get_meta():from_table(origmeta)
								local leftover = ctx.caster:get_inventory():add_item('main',nstack)
								if leftover and not leftover.is_empty() then
									minetest.add_item(ctx.caster:get_pos(), leftover)
								end
							end
						end
					else
						return false
					end
					if minetest.get_item_group(ty,'do_not_duplicate') ~= 0 then
						return true
					end

					sorcery.spell.cast {
						name = 'sorcery:duplicate';
						caster = ctx.caster;
						duration = math.random(10,20) * ((10 - ctx.stats.power)*0.1);
						anchor = anchor;
						timeline = {
							[{whence=0, secs=1}] = function(s,te,tl)
								local mag = sbj and 0.5 or 0.7
								local pv = sbj and vector.new(0,0,0) or ctx.target.under
								local vfn = (sbj and s.visual_subjects or s.visual)
								vfn {
									amount = tl * 30, time = tl;
									minpos = vector.offset(pv,-mag,-mag,-mag);
									maxpos = vector.offset(pv, mag, mag, mag);
									minsize = 0.5, maxsize = 2.3;
									minexptime = 1.0, maxexptime = 1.5;
									texture = sorcery.lib.image('sorcery_sputter.png'):glow(color):render();
									animation = {
										type = 'vertical_frames', length = 1.6;
										aspect_w = 16, aspect_h = 16;
									};
								}
							end;
							[1] = function(s,te)
								local where, node = dup()
								if where == nil then return end
								local pv = node and where or vector.new(0,0,0)
								local mp = (not node) and vector.new(0,0,0) or {
									x = 0.5, y = 0.5, z = 0.5
								}
								minetest.add_particlespawner {
									amount = 170, time = 0.2;
									minpos = vector.subtract(pv,mp);
									maxpos = vector.add(pv,mp);
									attached = (not node) and where or nil;
									minvel = {x = -2.0, y = -1.8, z = -2.0};
									maxvel = {x =  2.0, y =  0.2, z =  2.0};
									minacc = {x = -0.0, y = -0.1, z = -0.0};
									maxacc = {x =  0.0, y = -0.3, z =  0.0};
									minsize = 0.3, maxsize = 2;
									minexptime = 1, maxexptime = 3.0;
									texture = sorcery.lib.image('sorcery_spark.png'):glow(color):render();
									animation = {
										type = 'vertical_frames', length = 3.1;
										aspect_w = 16, aspect_h = 16;
									};
								}
							end;
						};
						sounds = {
							[0] = {
								sound = 'sorcery_duplicate_bg';
								where = sndpos, stop = 1, fade = 2;
							};
							[1] = {
								sound = 'sorcery_genesis';
								where = sndpos, ephemeral = true;
							};
						};
					}
				end;
			};
		};
	};
	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';
				iridium = {
					name = 'Aura';
					desc = 'Dazzling golden luminance emanates from the bodies of all those around you, and you walk in light even amid the darkest depths of the earth';
				};
			};
			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';
................................................................................
			};
		};
	};
	dominate = {
		name = 'Dominate';
		tone = {235,0,228};
		minpower = 4;
		rarity = 13;
		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';