New Spells >> show them off here

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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LordGarth
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Re: New Spells >> show them off here

Post by LordGarth » Tue Nov 20, 2012 7:01 pm

I would like to make up a leech spell that heals the party based on damage done by the spell.

Any ideas on how to do that.

Thx,

LG
Dungeon Master and DOOM will live forever.

AmiDARK
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Re: New Spells >> show them off here

Post by AmiDARK » Tue Nov 20, 2012 8:00 pm

lool ...

I was just about to post this question too :p

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LordGarth
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Location: Colorado USA

Re: New Spells >> show them off here

Post by LordGarth » Tue Nov 20, 2012 10:33 pm

I can combine a new attack spell with a healing spell. But it would heal the party all the time, whether the attack spell even hit a monster or not.

LG
Dungeon Master and DOOM will live forever.

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Grimwold
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Re: New Spells >> show them off here

Post by Grimwold » Tue Nov 20, 2012 11:07 pm

I agree you could do a healing effect at the same time as the damage effect, but that would heal whether or not the spell actually dealt damage.

It might be possible to combine the spell with an onDamage monster hook that checks to see what the source of the damage was.. if it's the spell then it triggers the healing.

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akroma222
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Re: New Spells >> show them off here

Post by akroma222 » Wed Nov 21, 2012 2:11 pm

To manage the hit and heal spell, you could tell the spell easy enough to heal the party....regardless of damage dealt, but to heal based on the damage done by the spell....
Now that is something that I'd be keen to see!! Surely this is manageable... experimentation time! :D

I am working on a Smite Undead spell and also Recharge Item spell at the moment, sharing time soon....

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Grimwold
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Re: New Spells >> show them off here

Post by Grimwold » Wed Nov 21, 2012 2:38 pm

For the Leech spell, I'm currently envisioning the use of a variable "leech = false". When the leech spell is cast, the variable is set to true and a short duration timer is spawned... when the timer activates the variable is set to false again, giving a short window of opportunity for testing if a monster is damaged.

Tied in with that would be an onDamage() hook attached to all monsters that could be leeched from (not necessarily all monsters)... when the monster is damaged a script would check if "leech = true" and if so, it would reset "leech = false" and activate a healing based on the amount of damage that the monster received.


The only issue I can see with this method might be if you cast the leech without hitting a monster, and then dealt damage to a monster by some other means before the timer had reset the variable... that way you could get healing to the value of the other attack... would be a tricky manoeuvre to pull off! Especially if we got the timer duration down really small.. like a fraction of a second.

When I get chance I'm going to write up scripts for this spell as described. I think it should be restricted to dealing damage directly in front of the party (to make it easier to code) and I may even restrict it further by requiring that the mage be in the front of the party!!

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Grimwold
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Location: A Dungeon somewhere in the UK

Re: New Spells >> show them off here

Post by Grimwold » Wed Nov 21, 2012 4:00 pm

OK here's my working leech spell...

Leech

Currently based on Spellcraft and requiring a skill level of 2 (needs to be tweaked for balancing)... it will deal "50" damage to anything in the square directly infront of the party, and if a monster that can be leeched from (currently all monsters) is damaged, the caster will heal an amount equal to the damage dealt.

spells.lua

Code: Select all

    -- Leech Spell
    defineSpell{
      name = "Leech",
      uiName = "Leech",
      skill = "spellcraft",
      level = 2,
      runes = "DH",
      manaCost = 30,
      onCast = function(caster, x, y, direction, skill)
        return leech_spell_script.leechSpell(caster,x,y,direction,skill)
      end,
    }
monsters.lua

Code: Select all

local monstersList = {"crab","crowern","cube","goromorg","green_slime","herder","herder_big","herder_small","herder_swarm","ice_lizard","ogre","scavenger","scavenger_swarm","shrakk_torr","skeleton_archer","skeleton_archer_patrol","skeleton_patrol","skeleton_warrior","snail","spider","tentacles","uggardian","warden","wyvern"
}

for i=1,# monstersList do
  cloneObject{
    name = monstersList[i],
    baseObject = monstersList[i],
    onDamage = function(self,damage,damageType)
      return leech_spell_script.checkLeech(self,damage)
    end,
  }
end
NOTE - if you already use an onDamage hook, you will need to modify the monster definitions to look at both your own script and the leech script.

script entity called leech_spell_script

Code: Select all

leech = false
leech_caster_ord = 1

-- find the champion ID from the ordinal number --
function findChampionByOrdinal(ord)
  for ch = 1,4 do
    if party:getChampion(ch):getOrdinal() == ord then
      return party:getChampion(ch)
    end
  end
end


function leechSpell(caster,x,y,dir,skill)
  leech_caster_ord = caster:getOrdinal()
  local leech_timer = findEntity("leech_timer")
  if leech_timer ~= nil then
    leech_timer:destroy()
  end
  spawn("timer", party.level, party.x, party.y, party.facing, "leech_timer")
    :setTimerInterval(0.1)
    :activate()
    :addConnector("activate","leech_spell_script","resetLeech")
  local dx,dy = getForward(party.facing)
  -- hudPrint("Leech set")
  leech = true
  local originator = 2 ^ (leech_caster_ord+1)
  damageTile(party.level,party.x+dx,party.y + dy,party.facing,originator+1, 'physical',50)
end

function resetLeech()
  leech = false
  hudPrint("There is nothing to Leech health from")
  leech_timer:deactivate()
end

function checkLeech(self,damage)
  if leech == true then
    leech = false
    -- hudPrint("Heal Now")
    leech_timer:deactivate()
    champion = findChampionByOrdinal(leech_caster_ord)
    champion:modifyStat("health", damage)
    playSound("heal_party")
    party:playScreenEffect("damage_screen")
  end
end
The cooldown on the leech effect is 0.1 second and I don't think it is possible to misuse the spell in that time.

I haven't included the requirement for the mage to be in the front of the party, but I could add it if people think it is useful.

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Grimwold
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Re: New Spells >> show them off here

Post by Grimwold » Wed Nov 21, 2012 5:46 pm

Freeze Monster
My fourth and final "... Monster" spell. This one deals virtually no damage, but is guaranteed to freeze an enemy. I had wanted to do it as a burstSpell so it would only affect the space in front of the party, but the hardcoded freeze mechanism only seems to work with a projectileSpell, so it ended up as a ranged spell instead. The Freeze duration is stepped depending on skill: 1-10 freezes for 5 seconds, 11 - 20 for 10 seconds, 21 - 30 for 15 seconds and 31+ for 20 seconds.

spells.lua

Code: Select all

    -- Freeze Monster Spell
    defineSpell{
      name = "freeze_monster",
      uiName = "Freeze Monster",
      skill = "ice_magic",
      level = 5,
      runes = "FI",
      manaCost = 40,
      onCast = function(caster, x, y, direction, skill)
        local duration_array = {"freeze05","freeze10","freeze15","freeze20"}
        local duration_index = math.ceil(skill/10)
        if duration_index > 4 then
          duration_index = 4 
        end
        local dx,dy = getForward(direction)
        spawn(duration_array[duration_index],party.level,x+dx,y+dy,direction)
      end,
    }
objects.lua

Code: Select all

defineObject{
	name = "freeze05",
        class = "ProjectileSpell",
	particleSystem = "frostbolt",
	hitParticleEffect = "frostbolt_hit",
	lightColor = vec(0.25, 0.5, 1),
	lightBrightness = 15,
	lightRange = 7,
	lightHitBrightness = 40,
	lightHitRange = 10,
	launchSound = "frostburst",
	projectileSound = "frostbolt",
	hitSound = "frostbolt_hit",
	projectileSpeed = 7.5,
	attackPower = 0,
	damageType = "cold",
	freezeChance = 100,
	freezeDuration = 5,
	--cameraShake = true,
	tags = { "spell" },
}

cloneObject{
	name = "freeze10",
        baseObject = "freeze05",
	freezeDuration = 10,
}

cloneObject{
	name = "freeze15",
        baseObject = "freeze05",
	freezeDuration = 15,
}

cloneObject{
	name = "freeze20",
        baseObject = "freeze05",
	freezeDuration = 20,
}

User avatar
flatline
Posts: 189
Joined: Thu Oct 04, 2012 11:13 am

Re: New Spells >> show them off here

Post by flatline » Thu Nov 22, 2012 4:15 am

UPDATED 29 Nov.
CHANGES AND FIXES:

Fixed mixup of required skill for Ritual of Light and Summon Darkness



UPDATED 26 Nov.
CHANGES AND FIXES:

Improved Detect Monster, now detects all monsters and gives you "infravision", detecting their location
Added some spell sounds
Added a new particle effect for Detect Monster



UPDATED 24 Nov.
CHANGES AND FIXES:

Corrected bugs pointed out by Grimwold
Added Arrowshield (works against all forms of ranged attacks)
Streamlined in-game script
Some balance changes.
Added notes for the spells



I hereby present my first magic system expansion.

Purpose:
  • To expand the original spell options with three new sets of spells that fit into the original game
  • Spells are meant to be balanced with the original spells
  • Expanding the use of magic in new ways, not just more damage/healing spells
  • New ways of paying for spells in health and mana with new risks and rewards (and eventually also paying with items, not yet implemented)
  • Trying to be lore-friendly and in line with game-mechanics
Current status: 9 new spells (+2 rituals required for choosing magic paths).

Planned spells: At least 2 more in these schools, plus eventually 1 each for the existing schools, and a new school with 4 spells.
Planned schools of magic: Shaman spell tree (based on staves) for a Minotaur mage, which uses HP to cast spells rather than mana, and gives combat bonuses only.

School types, all requirements should be somewhat higher than the elemental spell trees since these are more powerful:
PLEASE NOTE: You can not be both light and dark, you have to choose once you cast the ritual. Choose wisely!
Light Magic=Blessings, cost all available mana, gives bigger benefits the more mana spent. Part of the Staves skills.
Dark Magic=Curses, cost party HP, increasing with skill and effect. Part of the Staves skills.
Spellcraft=Utility spells, and rituals to choose light or dark.

SPELLS:
SpoilerShow
DARK MAGIC (staves):

Caliginous Curse (dark, level 16) Done. Surrounding squares are cursed with HP loss at the cost of HP, damage increases with skill.
Vengeful Curse (dark, level 8 ) Done. Group Rage for skill*seconds, at cost of HP. (includes lowered evasion, risky but deadly)
Summon Darkness (invisibility through a dark cloud level 20) Done. Invisibility for skill*seconds, surrounded by complete darkness for roughly 30 seconds at cost of HP. Not as good as real invisibility since you can't see.
Curse of Life (requires skull, level 35) TODO. Secret!



LIGHT Magic (staves):
Holy Vigor (level 12) done. Gives group haste for (available mana)seconds, drains all mana
Calm monster (level 16) calms all monsters on the level, will only attack if they see you.
Arrowshield (level 22) gives a precentage based chance to deflect arrows. Deflection chance is equal to skill level, and the spell lasts for twice your current energy. Drains all mana.
Resurrection (Light 44) TODO (also a boring/unbalancing concept, might add secret spell here...)

Spellcraft utility spells:
Dark & Light Ritual: (staff level 5) Done. Sacrifice a whitewood wand to choose the light or dark spell path once. Needed to use the Dark/Light spells.
Mana Shield (staff level 18) Done. (gives group armor equal to mana, costs all available mana, lasts skill*seconds)
Detect monster (staff level 8) Done. (briefly lights up monsters on the entire level)
Create portal (staff 40) Done. (creates a portal to the last place you cast it)
DISCLAIMER:
I am aware that the spells might be unbalanced right now. Some thought has gone into balancing them, but I need your help to test and give input. I plan to expand this as a complete magic expansion, feel free to add suggestions. Many scripts can be streamlined, new icons/textures included. All this will be added in the next release. Bugs might still be in there. Feel free to use the code as you like, give credit if you're nice :)

HUGE THANKS TO:
Grimwold and Komag for scripting help and great scripts
Lark for his excellent "Function findEntities" script
The new spells thread
And Almost Human, Terve and thanks!

BELOW ARE WHAT YOU NEED TO GET IT WORKING:

Put this in spells.lua (inludes needed non-spell entities such as two wands and light-entities):

Code: Select all

cloneObject{
   name = "wand_of_darkness",
   baseObject = "whitewood_wand",
   uiName = "Wand of Darkness",
   description = "A wand that channels the forces of death and darkness necessary for Dark Magic.",
   
   }

cloneObject{
   name = "wand_of_light",
   baseObject = "whitewood_wand",
   uiName = "Wand of Light",
   description = "A wand that channels the forces of life and light necessary for Light Magic.",
   }


defineSpell{
   name = "curse",
   uiName = "Caliginous Curse",
   skill = "staves",
   level = 16,
   runes = "DEH",
   manaCost = 10,
   onCast = function(champ, x, y, direction, skill)
   if champ:getItem(7) ~= nil and champ:getItem(7).name == "wand_of_darkness" or champ:getItem(8) ~= nil and champ:getItem(8).name == "wand_of_darkness"  then
   	hudPrint(champ:getName().." pulls life force to strengthen the spell")
      damageTile(party.level, party.x, party.y, party.facing, 1, "physical", (5+(skill/2)))
		spawn("curseburst", party.level, party.x, party.y-1, party.facing)
		spawn("curseburst", party.level, party.x+1, party.y, party.facing)
		spawn("curseburst", party.level, party.x, party.y+1, party.facing)
		spawn("curseburst", party.level, party.x-1, party.y, party.facing)
	damageTile(party.level, party.x, party.y-1, party.facing, 188, "physical", math.random(1,10)*(skill*2))
	damageTile(party.level, party.x-1, party.y, party.facing, 188, "physical", math.random(1,10)*(skill*2))
	damageTile(party.level, party.x, party.y+1, party.facing, 188, "physical", math.random(1,10)*(skill*2))
	damageTile(party.level, party.x+1, party.y, party.facing, 188, "physical", math.random(1,10)*(skill*2))
        party:playScreenEffect("party_crush")
    else
	hudPrint("You are not schooled in the Dark Arts")
	return false
	end
	end,
}

----SUMMON DARKNESS

defineSpell{
   name = "cursedark",
   uiName = "Summon Darkness",
   skill = "staves",
   level = 20,
   runes = "CDEH",
   manaCost = 10,
   onCast = function(champ, x, y, direction, skill)
   if champ:getItem(7) ~= nil and champ:getItem(7).name == "wand_of_darkness" or champ:getItem(8) ~= nil and champ:getItem(8).name == "wand_of_darkness"  then
	spawn("darkburst", party.level, party.x, party.y, party.facing)
	damageTile(party.level, party.x, party.y, party.facing, 1, "physical", (5+(skill/2)))
	 for slot=1,4 do
      if party:getChampion(slot) ~= nil then
        party:getChampion(slot):setCondition("invisibility", skill);
      end
	end 
    else
	hudPrint("You are not schooled in the Dark Arts")
	return false
    end
	end
}

---RITUAL OF LIGHT

defineSpell{
   name = "lritual",
   uiName = "Ritual of Light",
   skill = "spellcraft",
   level = 1,
   runes = "ABCEGI",
   manaCost = 5,
   onCast = function(casty)
   if casty:getItem(8) ~= nil then
   	  if casty:getItem(8).name == "whitewood_wand" then
		casty:removeItem(8)
		casty:insertItem(8,spawn("wand_of_light"))
	  	 playSound("generic_spell")
		 hudPrint("You have chosen Light as your guide")
		end
	elseif casty:getItem(7) ~= nil then
		if casty:getItem(7).name == "whitewood_wand" then
		casty:removeItem(7)
	  	casty:insertItem(7,spawn("wand_of_light"))
         playSound("generic_spell")
		 hudPrint("You have chosen Light as your guide")
		 else hudPrint("You have to cast Ritual of Light while holding a whitewood wand")
		 end
	else
	     hudPrint("You have to cast Ritual of Light while holding a whitewood wand")
		 return false
		 end
   end,
}

----RITUAL OF DARKNESS

defineSpell{
   name = "Dritual",
   uiName = "Ritual of Darkness",
   skill = "spellcraft",
   level = 1,
   runes = "ACEGHI",
   manaCost = 5,
   onCast = function(casty)
     if casty:getItem(8) ~= nil then
   	  if casty:getItem(8).name == "whitewood_wand" then
		casty:removeItem(8)
		casty:insertItem(8,spawn("wand_of_darkness"))
	  	 playSound("generic_spell")
		 hudPrint("You have chosen the Dark Arts as your path")
		end
	elseif casty:getItem(7) ~= nil then
		if casty:getItem(7).name == "whitewood_wand" then
		casty:removeItem(7)
	  	casty:insertItem(7,spawn("wand_of_darkness"))
         playSound("generic_spell")
		 hudPrint("You have chosen the Dark Arts as your path")
		 else hudPrint("You have to cast Ritual of Darkness while holding a whitewood wand")
		 end
	else
	     hudPrint("You have to cast Ritual of Darkness while holding a whitewood wand")
		 return false
		 end
   end,
}

----VENGEFUL CURSE

defineSpell{
   name = "curserage",
   uiName = "Vengeful Curse",
   skill = "staves",
   level = 8,
   runes = "AEH",
   manaCost = 10,
   onCast = function(champ, x, y, direction, skill)
   if champ:getItem(7) ~= nil and champ:getItem(7).name == "wand_of_darkness" or champ:getItem(8) ~= nil and champ:getItem(8).name == "wand_of_darkness"  then
	damageTile(party.level, party.x, party.y, party.facing, 1, "physical", (5+(skill/2)))
	 for slot=1,4 do
      if party:getChampion(slot) ~= nil then
        party:getChampion(slot):setCondition("rage", skill);
      end
	  end
	 else
	hudPrint("You are not schooled in the Dark Arts")
	return false
	end
	end
}

----HOLY VIGOR

defineSpell{
   name = "holyvigor",
   uiName = "Holy Vigor",
   skill = "staves",
   level = 12,
   runes = "BCE",
   manaCost = 10,
   onCast = function(champ, x, y, direction, skill)
   if champ:getItem(7) ~= nil and champ:getItem(7).name == "wand_of_light" or champ:getItem(8) ~= nil and champ:getItem(8).name == "wand_of_light"  then
	local cenergy = champ:getStat("energy")
	champ:modifyStat("energy", -200)
	 for slot=1,4 do
      if party:getChampion(slot) ~= nil then
        party:getChampion(slot):setCondition("haste", cenergy);
      end
	  end
	else hudPrint("You are not a true follower of the Light")
	return false
	end
  end
}

-----CALM MONSTER

defineSpell{
name = "Calm",
uiName = "Calm",
skill = "staves",
level = 16,
runes = "BEF",
manaCost = 25,
onCast = function(champ)
if champ:getItem(7) ~= nil and champ:getItem(7).name == "wand_of_light" or champ:getItem(8) ~= nil and champ:getItem(8).name == "wand_of_light"  then
  return flatlines_script.calmmonster(champ)
  else hudPrint("You are not a true follower of the Light")
  return false
  end
end,
}

--- ARROWSHIELD v2

cloneObject{
  name = "party",
  baseObject = "party",
  onProjectileHit = function() 
  return flatlines_script.arrowshieldcheck()
  end
}

defineSpell{
name = "RROWTest",
uiName = "Arrow Shield",
skill = "staves",
level = 22,
runes = "ABGH",
manaCost = 1,
onCast = function(champ, skill)
if champ:getItem(7) ~= nil and champ:getItem(7).name == "wand_of_light" or champ:getItem(8) ~= nil and champ:getItem(8).name == "wand_of_light"  then
if findEntity("arrowshieldobj") ~= nil then
        findEntity("arrowshieldobj"):destroy()
		end
	currenergy = champ:getStat("energy")
	champ:modifyStat("energy", -200)
	playSound("generic_spell") 
	spawn("timer", party.level, party.x, party.y, party.facing, "arrowshieldobj")
		:addConnector("activate", "flatlines_script", "resetarrowshield")
        :setTimerInterval(currenergy*2)
        :activate()
	else hudPrint("You are not a true follower of the Light")
	return false
	end
end,
}

defineParticleSystem{
	name = "arrowshielded",
	emitters = {
		-- fog
		{
			spawnBurst=true,
			emissionRate = 1,
			emissionTime = 0,
			maxParticles = 1,
			boxMin = {0, 0,0},
			boxMax = { 0, 0, 0},
			sprayAngle = {0,360},
			velocity = {10,10},
			objectSpace = true,
			texture = "assets/textures/particles/glow.tga",
			lifetime = {0.3,0.3},
			colorAnimation = true,
			color0 = {10, 10, 10},
			color1 = {2, 0.352941, 0.803922},
			opacity = 0.02,
			fadeIn = 0,
			fadeOut = 0.05,
			size = {22, 22},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0,
			blendMode = "Additive",
		},
}
}


---- MANASHIELD

defineSpell{
name = "ManaShield",
uiName = "Mana Shield",
skill = "spellcraft",
level = 18,
runes = "BDEF",
manaCost = 1,
onCast = function(champ)
  return flatlines_script.manashield(champ)
end,
}

defineParticleSystem{
	name = "manashielded",
	emitters = {
		-- fog
		{
			emissionRate = 10,
			emissionTime = 40,
			maxParticles = 1000,
			boxMin = {-0.5, 0.0,-0.5},
			boxMax = { 0.5, 2.5, 0.5},
			sprayAngle = {0,360},
			velocity = {0.1,0.2},
			objectSpace = true,
			texture = "assets/textures/particles/fog.tga",
			lifetime = {3,3},
			color0 = {0.152941, 0.352941, 0.803922},
			opacity = 0.5,
			fadeIn = 2.2,
			fadeOut = 2.2,
			size = {1.5, 1.5},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 0.3,
			blendMode = "Additive",
		},

		-- stars
		{
			emissionRate = 200,
			emissionTime = 40,
			maxParticles = 1000,
			boxMin = {-0.6, 0.3,-0.6},
			boxMax = { 0.6, 2.5, 0.6},
			sprayAngle = {0,360},
			velocity = {0.2,0.2},
			objectSpace = true,
			texture = "assets/textures/particles/teleporter.tga",
			lifetime = {3,3},
			color0 = {3.0,3.0,3.0},
			opacity = 1,
			fadeIn = 0.1,
			fadeOut = 0.1,
			size = {0.05, 0.13},
			gravity = {0,0,0},
			airResistance = 0.1,
			rotationSpeed = 2,
			blendMode = "Additive",
		}
	}
}

----TELEPORT

defineSpell{
   name = "portal",
   uiName = "Portal",
   skill = "spellcraft",
   level = 40,
   runes = "BDFH",
   manaCost = 70,
   onCast = function()
   return flatlines_script.telly()
	end
}

---DETECT MONSTER

defineSpell{
name = "DetectMonster",
uiName = "Detect Monster",
skill = "spellcraft",
level = 8,
runes = "BFG",
manaCost = 13,
onCast = function(champ)
  return flatlines_script.detectmonster(champ)
end,
}

defineParticleSystem{
   name = "DetectMonster",
   emitters = {
      -- glow
      {
         emissionRate = 1,
         emissionTime = 0,
         spawnBurst = true,
         maxParticles = 1,
         boxMin = {0,0,0},
         boxMax = {0,0,0},
         sprayAngle = {0,0},
         velocity = {0,0},
         texture = "assets/textures/particles/glitter_silver.tga",
         lifetime = {10, 10},
         colorAnimation = false,
         color0 = {1, 0.1, 0.1},
--         color1 = {0.1, 1, 0.1},
--         color2 = {0.1, 0.1, 1},
         opacity = 1,
         fadeIn = 1,
         fadeOut = 1,
         size = {3, 3},
         gravity = {0,0,0},
         airResistance = 1,
         rotationSpeed = 1,
         blendMode = "Additive",
         depthBias = -10,
      }
   }
}

---NEEDED FOR CALIGINOUS CURSE

defineObject{
	name = "curseburst",
	class = "ProjectileSpell",
	lightColor = vec(0.5, 0.5, 0.5),
	particleSystem = "curse_fireP",
	hitParticleEffect = "curse_fireP",
	lightPosition = vec(0, 0, 0),
	lightBrightness = 1000,
	lightRange = 3,
	castShadow = true,
	hitSound = "poison_cloud",
	launchSound = "poison_cloud",
	lightHitBrightness = -1000,
	lightHitRange = 5,
	projectileSound = "poison_cloud",
	attackPower = 0,
	damageType = "physical",
projectileSpeed = 100000,
	--cameraShake = true,
	tags = { "spell" },
}

defineObject{
	name = "darkburst",
	class = "ProjectileSpell",
	lightColor = vec(0, 0, 0),
	particleSystem = "dark_fireP",
	hitParticleEffect = "dark_fireP",
	lightPosition = vec(0, 0, 0),
	lightBrightness = -1000,
	lightRange = 30,
	castShadow = true,
	hitSound = "poison_cloud",
	launchSound = "poison_cloud",
	lightHitBrightness = -1000,
	lightHitRange = 30,
	projectileSound = "poison_cloud",
	attackPower = 0,
	damageType = "physical",
projectileSpeed = 0,
	--cameraShake = true,
	tags = { "spell" },
}

defineParticleSystem{
	name = "curse_fireP",
	emitters = {
		
		-- glow}
		{
			spawnBurst = false,
			emissionRate = 0,
			emissionTime = 0,
			maxParticles = 0,
			boxMin = {0,0,-0.1},
			boxMax = {0,0,-0.1},
			sprayAngle = {30,45},
			velocity = {3,3},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {5, 5},
			colorAnimation = false,
			color0 = {0.5, 0.5, 0.5},
			opacity = 0.1,
			fadeIn = 0,
			fadeOut = 2,
			size = {0, 0},
			gravity = {0,-4,0},
			airResistance = 0,
			rotationSpeed = 2,
			blendMode = "Translucent",
			depthBias = -0.002,
		}
}
}

defineParticleSystem{
	name = "dark_fireP",
	emitters = {
		
		-- glow}
		{
			spawnBurst = false,
			emissionRate = 40,
			emissionTime = 0,
			maxParticles = 100,
			boxMin = {-20,0,-20},
			boxMax = {20,0,20},
			sprayAngle = {0,360},
			velocity = {1,1},
			texture = "assets/textures/particles/glow.tga",
			lifetime = {25, 35},
			colorAnimation = false,
			color0 = {0, 0, 0},
			opacity = 1,
			fadeIn = 5,
			fadeOut = 5,
			size = {100, 100},
			gravity = {0,0,0},
			airResistance = 2,
			rotationSpeed = 1,
			blendMode = "Translucent",
			depthBias = -0.002,
		}
}
}
flatlines_script (name a in-game Lua script flatlines_script and paste this)

Code: Select all

--arrowshield

function arrowshieldcheck(Champ)
if findEntity("arrowshieldobj") == nil then
return true
else
for p = 1,4 do
if party:getChampion(p):getSkillLevel("spellcraft") ~=nil then
if math.random(1, 50) <= party:getChampion(p):getSkillLevel("spellcraft") then
party:playScreenEffect("arrowshielded")
playSound("swipe_bow") 
return false
end
else
return true
end
end
end
end

function resetarrowshield()
	if findEntity("arrowshieldobj") ~= nil then
        findEntity("arrowshieldobj"):destroy()
		playSound("generic_spell") 
	end
end

--teleport
	
function telly()
if findEntity("Telly1") ~=nil then
    spawn("teleporter", party.level, party.x, party.y, party.facing, "Telly2")
		:setTeleportTarget(Telly1.x, Telly1.y, party.facing)
        :setTriggeredByParty(true)
        :setTriggeredByMonster(false)
        :setTriggeredByItem(false)
        :setChangeFacing(false)
        :setInvisible(false)
        :setSilent(true)
        :setHideLight(true)
        :setScreenFlash(false)
		:activate()
		spawn("timer", party.level, party.x, party.y, party.facing, "Telly1_timer")
        :setTimerInterval(0.1)
        :addConnector("activate", "flatlines_script", "Telly1Destroy")
        :activate()
hudPrint("Marked A")
	elseif findEntity("Telly2") ~=nil then
	spawn("teleporter", party.level, party.x, party.y, party.facing, "Telly1")
		:setTeleportTarget(Telly2.x, Telly2.y, party.facing)
        :setTriggeredByParty(true)
        :setTriggeredByMonster(false)
        :setTriggeredByItem(false)
        :setChangeFacing(false)
        :setInvisible(false)
        :setSilent(true)
        :setHideLight(true)
        :setScreenFlash(false)
		:activate()
		spawn("timer", party.level, party.x, party.y, party.facing, "Telly2_timer")
        :setTimerInterval(0.1)
        :addConnector("activate", "flatlines_script", "Telly2Destroy")
        :activate()
hudPrint("Marked B")
	else
	spawn("teleporter", party.level, party.x, party.y, party.facing, "Telly1")
		:setTeleportTarget(party.x, party.y, party.facing)
        :setTriggeredByParty(false)
        :setTriggeredByMonster(false)
        :setTriggeredByItem(false)
        :setChangeFacing(false)
        :setInvisible(false)
        :setSilent(true)
        :setHideLight(true)
        :setScreenFlash(false)
hudPrint("Marked A 1")
	end
	return true
	end
	
function Telly1Destroy()
  Telly1:destroy()
  Telly1_timer:destroy()
end

function Telly2Destroy()
  Telly2:destroy()
  Telly2_timer:destroy()
end

--Manashield

-- set initial base_energy value (this variable used for 'resetting' the protection)
    base_energy = 0

    -- modify protection value
    function modifyProtection(modifier)
       for slot=1,4 do
        if party:getChampion(slot) ~= nil then
          party:getChampion(slot):modifyStatCapacity("protection", modifier)
          party:getChampion(slot):modifyStat("protection", modifier)
          -- hudPrint("max protection " .. tostring(party:getChampion(slot):getStatMax("protection")))
        end
      end
    end

    -- check for and destroy mana timer
    function checkManaTimer()
      local mana_timer_entity = findEntity("manaShieldTimer")
      if mana_timer_entity ~= nil then
        mana_timer_entity:destroy()
      end
    end

    -- cast mana shield code
    function manashield(Champ)
      checkManaTimer()
      base_energy = Champ:getStat("energy")
     hudPrint("The mana shield strengthens armor by " .. base_energy)
      -- hudPrint("base energy = " .. tostring(base_energy))
      spawn("timer",party.level,0,0,0,"manaShieldTimer")
        :addConnector("activate", "flatlines_script", "resetProtection")
        :setTimerInterval(40)
        :activate()
      Champ:setStat("energy", 0)
	party:playScreenEffect("manashielded")
      modifyProtection(base_energy)
    end

    function resetProtection()
      modifyProtection(-base_energy)
      checkManaTimer()
    end

--Calm monster
function calmmonster()
    local monsters = findAllCalm(party.level, party.x, party.y, {":setAIState"}, "all", false, false, false)
for _, monster in ipairs(monsters) do
        monster:setAIState("guard")
        end
end

function findAllCalm(level, x, y, keys, all, surrounding, facing, facingUs)
  local answers, r, dx, dy, entity, match, _ = {}, 0
  all = all == "all"
  local any = not all
  if surrounding then r = 1 end
  if facing then 
    dx, dy = getForward(self.facing)
    x, y = x + dx, y + dy
    end
  if keys == nil then keys = {"*"} end

         for entity in allEntities(party.level) do 
          
          match = true
          for _, value in ipairs(keys) do
            if value == "*" then pass = true
            elseif string.sub(value, 1, 1) == ":" then pass = entity[(string.sub(value, 2))] ~= nil
            else pass = string.find(entity.name, value) ~= nil end
            
            if all then match = pass and match
            else match = pass end
            if (match and any) or ((not match) and all) then break end
            end
          
          if match then
            dx, dy = getForward(entity.facing)
            if (not facingUs) or (facingUs and entity.x + dx == self.x and entity.y + dy == self.y) or (self.x == entity.x and self.y == entity.y) then 
              answers[# answers + 1] = entity 
              end 
            end
           end
     return answers
        end

--Detect Monster

function detectmonster()
    local monsters = findAllDetect(party.level, party.x, party.y, {":setAIState"}, "all", false, false, false)
for _, monster in ipairs(monsters) do
        spawn("fx", monster.level, monster.x, monster.y, monster.facing)
      :setParticleSystem("DetectMonster")
      :translate(0, 2, 0)
      end
      playSound("generic_spell")
end

function findAllDetect(level, x, y, keys, all, surrounding, facing, facingUs)
  local answers, r, dx, dy, entity, match, _ = {}, 0
  all = all == "all"
  local any = not all
  if surrounding then r = 1 end
  if facing then 
    dx, dy = getForward(self.facing)
    x, y = x + dx, y + dy
    end
  if keys == nil then keys = {"*"} end

         for entity in allEntities(party.level) do 
          
          match = true
          for _, value in ipairs(keys) do
            if value == "*" then pass = true
            elseif string.sub(value, 1, 1) == ":" then pass = entity[(string.sub(value, 2))] ~= nil
            else pass = string.find(entity.name, value) ~= nil end
            
            if all then match = pass and match
            else match = pass end
            if (match and any) or ((not match) and all) then break end
            end
          
          if match then
            dx, dy = getForward(entity.facing)
            if (not facingUs) or (facingUs and entity.x + dx == self.x and entity.y + dy == self.y) or (self.x == entity.x and self.y == entity.y) then 
              answers[# answers + 1] = entity 
              end 
            end
           end
     return answers
        end
Last edited by flatline on Thu Nov 29, 2012 4:57 pm, edited 7 times in total.

User avatar
akroma222
Posts: 1024
Joined: Thu Oct 04, 2012 10:08 am

Re: New Spells >> show them off here

Post by akroma222 » Thu Nov 22, 2012 4:27 am

Brilliant!!! Testing spells now, feedback asap!! :D

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