Healer & psyker update 2/4
parent
dbdd585c48
commit
009623c0d5
16
arena.lua
16
arena.lua
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@ -243,13 +243,17 @@ function Arena:on_enter(from, level, units, passives, shop_level, shop_xp, lock)
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local t1 = Text2{group = self.floor, x = gw/2, y = gh/2 + 2, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]<- or a -> or d', font = fat_font, alignment = 'center'}}}
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local t2 = Text2{group = self.floor, x = gw/2, y = gh/2 + 18, lines = {{text = '[light_bg]turn left turn right', font = pixul_font, alignment = 'center'}}}
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local t3 = Text2{group = self.floor, x = gw/2, y = gh/2 + 46, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]esc - options', font = fat_font, alignment = 'center'}}}
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--[[
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local t4 = Text2{group = self.floor, x = gw/2, y = gh/2 + 68, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]n - mute sfx', font = fat_font, alignment = 'center'}}}
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local t5 = Text2{group = self.floor, x = gw/2, y = gh/2 + 90, sx = 0.6, sy = 0.6, lines = {{text = '[light_bg]m - mute music', font = fat_font, alignment = 'center'}}}
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]]--
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t1.t:after(8, function() t1.t:tween(0.2, t1, {sy = 0}, math.linear, function() t1.sy = 0 end) end)
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t2.t:after(8, function() t2.t:tween(0.2, t2, {sy = 0}, math.linear, function() t2.sy = 0 end) end)
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t3.t:after(8, function() t3.t:tween(0.2, t3, {sy = 0}, math.linear, function() t3.sy = 0 end) end)
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--[[
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t4.t:after(8, function() t4.t:tween(0.2, t4, {sy = 0}, math.linear, function() t4.sy = 0 end) end)
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t5.t:after(8, function() t4.t:tween(0.2, t5, {sy = 0}, math.linear, function() t5.sy = 0 end) end)
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]]--
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end
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-- Calculate class levels
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@ -647,7 +651,7 @@ function Arena:quit()
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trigger:tween(1, _G, {slow_amount = 0}, math.linear, function() slow_amount = 0 end, 'slow_amount')
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trigger:tween(4, camera, {x = gw/2, y = gh/2, r = 0}, math.linear, function() camera.x, camera.y, camera.r = gw/2, gh/2, 0 end)
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self:set_passives()
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RerollButton{group = main.current.ui, x = gw - 40, y = 40, parent = self, force_update = true}
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RerollButton{group = main.current.ui, x = gw - 40, y = gh - 40, parent = self, force_update = true}
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self.shop_text = Text({{text = '[wavy_mid, fg]gold: [yellow]' .. gold, font = pixul_font, alignment = 'center'}}, global_text_tags)
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self.build_text = Text2{group = self.ui, x = 40, y = 20, force_update = true, lines = {{text = "[wavy_mid, fg]your build", font = pixul_font, alignment = 'center'}}}
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@ -682,15 +686,15 @@ function Arena:set_passives(from_reroll)
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local passive_2 = random:table_remove(run_passive_pool)
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local passive_3 = random:table_remove(run_passive_pool)
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if passive_1 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2 + 45, y = gh/2 - 6 + 10, w = card_w, h = card_h, card_i = 1, arena = self, passive = passive_1, force_update = true})
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 0*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 1, arena = self, passive = passive_1, force_update = true})
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end
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if passive_2 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2 + 45, y = gh/2 - 6 + 10, w = card_w, h = card_h, card_i = 2, arena = self, passive = passive_2, force_update = true})
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 1*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 2, arena = self, passive = passive_2, force_update = true})
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end
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if passive_3 then
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2 + 45, y = gh/2 - 6 + 10, w = card_w, h = card_h, card_i = 3, arena = self, passive = passive_3, force_update = true})
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table.insert(self.cards, PassiveCard{group = main.current.ui, x = gw/2 - w/2 + 2*(card_w + 20) + card_w/2 + 45, y = gh/2 - 20, w = card_w, h = card_h, card_i = 3, arena = self, passive = passive_3, force_update = true})
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end
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self.passive_text = Text2{group = self.ui, x = gw/2 + 45, y = gh/2 - 65 + 10, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
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self.passive_text = Text2{group = self.ui, x = gw/2 + 45, y = gh/2 - 75, lines = {{text = '[fg, wavy]choose one', font = fat_font, alignment = 'center'}}}
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if not passive_1 and not passive_2 and not passive_3 then
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self:transition()
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end
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@ -757,7 +761,7 @@ function Arena:draw()
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if self.choosing_passives or self.won or self.paused or self.died then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
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self.ui:draw()
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if self.shop_text then self.shop_text:draw(gw - 40, 20) end
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if self.shop_text then self.shop_text:draw(gw - 40, gh - 17) end
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if self.in_credits then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2) end
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self.credits:draw()
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@ -241,8 +241,6 @@ function BuyScreen:draw()
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self.effects:draw()
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if self.items_text then self.items_text:draw(32, 145) end
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if self.level_text then self.level_text:draw(265, gh - 20) end
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if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
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self.ui:draw()
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if self.unit_grabbed then
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local x, y = camera:get_mouse_position()
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@ -261,13 +259,15 @@ function BuyScreen:draw()
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if self.party_text then self.party_text:draw(440, 20) end
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if current_new_game_plus > 0 then self.ng_text:draw(265, gh - 40) end
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if self.paused then graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent) end
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self.ui:draw()
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if self.in_tutorial then
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graphics.rectangle(gw/2, gh/2, 2*gw, 2*gh, nil, nil, modal_transparent_2)
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arrow:draw(gw/2 + 93, gh/2 - 30, 0, 0.4, 0.35)
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arrow:draw(gw/2 + 93, gh/2 - 10, 0, 0.4, 0.35)
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end
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self.tutorial:draw()
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end
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@ -1345,7 +1345,7 @@ function PassiveCard:on_mouse_enter()
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self.info_text:activate({
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{text = self.passive_description, font = pixul_font, alignment = 'center', height_multiplier = 1.25},
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}, nil, nil, nil, nil, 16, 4, nil, 2)
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self.info_text.x, self.info_text.y = gw/2, gh/2 + gh/4 + 22
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self.info_text.x, self.info_text.y = gw/2, gh/2 + gh/4 - 6
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end
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@ -482,6 +482,14 @@ function Seeker:hit(damage, projectile, dot)
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end
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end
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if main.current.healer_level > 0 then
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if random:bool((main.current.healer_level == 2 and 16) or (main.current.healer_level == 1 and 8) or 0) then
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trigger:after(0.01, function()
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HealingOrb{group = main.current.main, x = self.x, y = self.y}
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end)
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end
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end
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if self.boss then
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slow(0.25, 1)
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magic_die1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
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55
main.lua
55
main.lua
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@ -24,6 +24,7 @@ function init()
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unlock1 = Sound('Unlock 3.ogg', s)
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gambler1 = Sound('Collect 5.ogg', s)
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usurer1 = Sound('Shadow Punch 2.ogg', s)
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orb1 = Sound('Collect 2.ogg', s)
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gold1 = Sound('Collect 5.ogg', s)
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gold2 = Sound('Coins - Gears - Slot.ogg', s)
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psychic1 = Sound('Magical Impact 13.ogg', s)
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@ -546,7 +547,7 @@ function init()
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['magician'] = function(lvl) return '[fg]creates a small area that deals [yellow]' .. get_character_stat('magician', lvl, 'dmg') .. ' AoE[fg] damage' end,
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['archer'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('archer', lvl, 'dmg') .. '[fg] damage and pierces' end,
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['scout'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. get_character_stat('scout', lvl, 'dmg') .. '[fg] damage and chains [yellow]3[fg] times' end,
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['cleric'] = function(lvl) return '[fg]heals a unit for [yellow]20%[fg] of its max hp when it drops below [yellow]50%[fg] max hp' end,
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['cleric'] = function(lvl) return '[fg]creates [yellow]1[fg] healing orb' end,
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['outlaw'] = function(lvl) return '[fg]throws a fan of [yellow]5[fg] knives, each dealing [yellow]' .. get_character_stat('outlaw', lvl, 'dmg') .. '[fg] damage' end,
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['blade'] = function(lvl) return '[fg]throws multiple blades that deal [yellow]' .. get_character_stat('blade', lvl, 'dmg') .. ' AoE[fg] damage' end,
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['elementor'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('elementor', lvl, 'dmg') .. ' AoE[fg] damage in a large area centered on a random target' end,
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@ -579,8 +580,8 @@ function init()
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['psykino'] = function(lvl) return '[fg]pulls enemies together for [yellow]2[fg] seconds' end,
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['barrager'] = function(lvl) return '[fg]shoots a barrage of [yellow]3[fg] arrows, each dealing [yellow]' .. get_character_stat('barrager', lvl, 'dmg') .. '[fg] damage and pushing enemies' end,
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['highlander'] = function(lvl) return '[fg]deals [yellow]' .. 5*get_character_stat('highlander', lvl, 'dmg') .. '[fg] AoE damage' end,
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['fairy'] = function(lvl) return '[fg]periodically heals [yellow]1[fg] unit at random and grants it [yellow]+100%[fg] attack speed for [yellow]6[fg] seconds' end,
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['priest'] = function(lvl) return '[fg]heals all allies for [yellow]20%[fg] their max HP' end,
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['fairy'] = function(lvl) return '[fg]creates [yellow]1[fg] healing orb and grants [yellow]1[fg] unit [yellow]+100%[fg] attack speed for [yellow]6[fg] seconds' end,
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['priest'] = function(lvl) return '[fg]creates [yellow]5[fg] healing orbs' end,
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['infestor'] = function(lvl) return '[fg]curses [yellow]8[fg] nearby enemies for [yellow]6[fg] seconds, they will release [yellow]2[fg] critters on death' end,
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['flagellant'] = function(lvl) return '[fg]deals [yellow]' .. 2*get_character_stat('flagellant', lvl, 'dmg') .. '[fg] damage to self and grants [yellow]+4%[fg] damage to all allies per cast' end,
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['arcanist'] = function(lvl) return '[fg]launches a slow moving orb that launches projectiles, each dealing [yellow]' .. get_character_stat('arcanist', lvl, 'dmg') .. '[fg] damage' end,
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@ -718,7 +719,7 @@ function init()
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['magician'] = function() return '[fg]the magician becomes invulnerable for [yellow]6[fg] seconds but also cannot attack' end,
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['archer'] = function() return '[fg]the arrow ricochets off walls [yellow]3[fg] times' end,
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['scout'] = function() return '[yellow]+25%[fg] damage per chain and [yellow]+3[fg] chains' end,
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['cleric'] = function() return '[fg]heals all units' end,
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['cleric'] = function() return '[fg]creates [yellow]4[fg] healing orbs' end,
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['outlaw'] = function() return "[yellow]+50%[fg] outlaw attack speed and his knives seek enemies" end,
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['blade'] = function() return '[fg]deal additional [yellow]' .. math.round(get_character_stat('blade', 3, 'dmg')/3, 2) .. '[fg] damage per enemy hit' end,
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['elementor'] = function() return '[fg]slows enemies by [yellow]60%[fg] for [yellow]6[fg] seconds on hit' end,
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@ -750,10 +751,10 @@ function init()
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['psykino'] = function() return '[fg]enemies take [yellow]' .. 4*get_character_stat('psykino', 3, 'dmg') .. '[fg] damage and are pushed away when the area expires' end,
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['barrager'] = function() return '[fg]every 3rd attack the barrage shoots [yellow]15[fg] projectiles and they push harder' end,
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['highlander'] = function() return '[fg]quickly repeats the attack [yellow]3[fg] times' end,
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['fairy'] = function() return '[fg]heals [yellow]2[fg] units instead and grants them an additional [yellow]100%[fg] attack speed' end,
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['fairy'] = function() return '[fg]creates [yellow]2[fg] healing orbs and grants [yellow]2[fg] units [yellow]+100%[fg] attack speed' end,
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['priest'] = function() return '[fg]picks [yellow]3[fg] units at random and grants them a buff that prevents death once' end,
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['infestor'] = function() return '[fg][yellow]triples[fg] the number of critters released' end,
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['flagellant'] = function() return '[fg]deals [yellow]' .. 2*get_character_stat('flagellant', 3, 'dmg') .. '[fg] damage to all allies and grants [yellow]+12%[fg] damage to all allies per cast' end,
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['flagellant'] = function() return '[yellow]2X[fg] flagellant max HP and grants [yellow]+12%[fg] damage to all allies per cast instead' end,
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['arcanist'] = function() return '[yellow]+50%[fg] attack speed for the orb and [yellow]2[fg] projectiles are released per cast' end,
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['illusionist'] = function() return '[yellow]doubles[fg] the number of copies created and they release [yellow]12[fg] projectiles on death' end,
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['witch'] = function() return '[fg]the area releases projectiles, each dealing [yellow]' .. get_character_stat('witch', 3, 'dmg') .. '[fg] damage and chaining once' end,
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@ -775,7 +776,7 @@ function init()
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['magician'] = function() return '[light_bg]the magician becomes invulnerable for 6 seconds but also cannot attack' end,
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['archer'] = function() return '[light_bg]the arrow ricochets off walls 3 times' end,
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['scout'] = function() return '[light_bg]+25% damage per chain and +3 chains' end,
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['cleric'] = function() return '[light_bg]heals all units' end,
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['cleric'] = function() return '[light_bg]creates 4 healing orbs' end,
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['outlaw'] = function() return "[light_bg]+50% outlaw attack speed and his knives seek enemies" end,
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['blade'] = function() return '[light_bg]deal additional ' .. math.round(get_character_stat('blade', 3, 'dmg')/2, 2) .. ' damage per enemy hit' end,
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['elementor'] = function() return '[light_bg]slows enemies by 60% for 6 seconds on hit' end,
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@ -807,10 +808,10 @@ function init()
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['psykino'] = function() return '[light_bg]enemies take ' .. 4*get_character_stat('psykino', 3, 'dmg') .. ' damage and are pushed away when the area expires' end,
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['barrager'] = function() return '[light_bg]every 3rd attack the barrage shoots 15 projectiles and they push harder' end,
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['highlander'] = function() return '[light_bg]quickly repeats the attack 3 times' end,
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['fairy'] = function() return '[light_bg]heals 2 units instead and grants them an additional 100% attack speed' end,
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['fairy'] = function() return '[light_bg]creates 2 healing orbs and grants 2 units +100% attack speed' end,
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['priest'] = function() return '[light_bg]picks 3 units at random and grants them a buff that prevents death once' end,
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['infestor'] = function() return '[light_bg]triples the number of critters released' end,
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['flagellant'] = function() return '[light_bg]deals ' .. 2*get_character_stat('flagellant', 3, 'dmg') .. ' damage to all allies and grants +12% damage to all allies per cast' end,
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['flagellant'] = function() return '[light_bg]2X flagellant max HP and grants +12% damage to all allies per cast instead' end,
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['arcanist'] = function() return '[light_bg]+50% attack speed for the orb and 2 projectiles are released per cast' end,
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['illusionist'] = function() return '[light_bg]doubles the number of copies created and they release 12 projectiles on death' end,
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['witch'] = function() return '[light_bg]the area periodically releases projectiles, each dealing ' .. get_character_stat('witch', 3, 'dmg') .. ' damage and chaining once' end,
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@ -928,7 +929,7 @@ function init()
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['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]damage to all allies' end,
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['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]area damage and size to allied nukers' end,
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['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]summon damage and duration' end,
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['psyker'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+10%[light_bg]/[' .. ylb2(lvl) .. ']+20% [fg]damage and attack speed per active set to allied psykers' end,
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['psyker'] = function(lvl) return '[fg]create a piercing, damaging orb around each psyker, it inherits damage from its target' end,
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['curser'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]curse duration' end,
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['forcer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]knockback force to all allies' end,
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['swarmer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+1[light_bg]/[' .. ylb2(lvl) .. ']+3 [fg]hits to critters' end,
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@ -1484,8 +1485,11 @@ function init()
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main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5}
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main = Main()
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--[[
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main:add(MainMenu'mainmenu')
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main:go_to('mainmenu')
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]]--
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--[[
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main:add(BuyScreen'buy_screen')
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@ -1493,15 +1497,18 @@ function init()
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]]--
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-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
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--[[
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main:add(Arena'arena')
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main:go_to('arena', 4, {
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{character = 'arcanist', level = 1},
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{character = 'witch', level = 1},
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{character = 'gambler', level = 1},
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{character = 'illusionist', level = 1},
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}, {{passive = 'freezing_field', level = 1}})
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]]--
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{character = 'psykeeper', level = 3},
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{character = 'vagrant', level = 1},
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{character = 'psychic', level = 1},
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{character = 'flagellant', level = 1},
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--[[
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{character = 'priest', level = 1},
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{character = 'cleric', level = 1},
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{character = 'fairy', level = 1},
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]]--
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}, {})
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--[[
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main:add(Media'media')
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@ -1624,7 +1631,7 @@ function open_options(self)
|
|||
self.ng_t = Text2{group = self.ui, x = gw/2 + 63, y = gh - 50, lines = {{text = '[bg10]current: ' .. current_new_game_plus, font = pixul_font, alignment = 'center'}}}
|
||||
end
|
||||
|
||||
self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 225, force_update = true, button_text = 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||
self.resume_button = Button{group = self.ui, x = gw/2, y = gh - 225, force_update = true, button_text = self:is(MainMenu) and 'main menu (esc)' or 'resume game (esc)', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
|
||||
slow_amount = 1
|
||||
self.paused = false
|
||||
|
@ -1648,7 +1655,10 @@ function open_options(self)
|
|||
if self.arrow_snake_button then self.arrow_snake_button.dead = true; self.arrow_snake_button = nil end
|
||||
if self.ng_plus_plus_button then self.ng_plus_plus_button.dead = true; self.ng_plus_plus_button = nil end
|
||||
if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end
|
||||
if self.main_menu_button then self.main_menu_button.dead = true; self.main_menu_button = nil end
|
||||
system.save_state()
|
||||
if self:is(MainMenu) or self:is(BuyScreen) then input:set_mouse_visible(true)
|
||||
elseif self:is(Arena) then input:set_mouse_visible(state.mouse_control or false) end
|
||||
end, 'pause')
|
||||
end}
|
||||
|
||||
|
@ -1815,7 +1825,6 @@ function open_options(self)
|
|||
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
|
||||
system.save_run()
|
||||
main:add(MainMenu'main_menu')
|
||||
main:go_to('main_menu')
|
||||
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']..', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||
|
@ -1832,12 +1841,6 @@ end
|
|||
|
||||
|
||||
function close_options(self)
|
||||
if not state.mouse_control then
|
||||
input:set_mouse_visible(false)
|
||||
end
|
||||
if self:is(Arena) then
|
||||
input:set_mouse_visible(state.mouse_control or false)
|
||||
end
|
||||
trigger:tween(0.25, _G, {slow_amount = 1}, math.linear, function()
|
||||
slow_amount = 1
|
||||
self.paused = false
|
||||
|
@ -1863,6 +1866,8 @@ function close_options(self)
|
|||
if self.ng_plus_minus_button then self.ng_plus_minus_button.dead = true; self.ng_plus_minus_button = nil end
|
||||
if self.main_menu_button then self.main_menu_button.dead = true; self.main_menu_button = nil end
|
||||
system.save_state()
|
||||
if self:is(MainMenu) or self:is(BuyScreen) then input:set_mouse_visible(true)
|
||||
elseif self:is(Arena) then input:set_mouse_visible(state.mouse_control or false) end
|
||||
end, 'pause')
|
||||
end
|
||||
|
||||
|
|
|
@ -83,11 +83,11 @@ function MainMenu:on_enter(from)
|
|||
self.title_text = Text({{text = '[wavy_mid, fg]SNKRX', font = fat_font, alignment = 'center'}}, global_text_tags)
|
||||
|
||||
self.arena_run_button = Button{group = self.main_ui, x = 55, y = gh/2 - 10, force_update = true, button_text = 'arena run', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||
self.transitioning = true
|
||||
ui_transition2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
ui_switch2:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
ui_switch1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
TransitionEffect{group = main.transitions, x = gw/2, y = gh/2, color = state.dark_transitions and bg[-2] or fg[0], transition_action = function()
|
||||
self.transitioning = true
|
||||
slow_amount = 1
|
||||
local run = system.load_run()
|
||||
run_passive_pool = run.run_passive_pool or {
|
||||
|
|
291
player.lua
291
player.lua
|
@ -137,7 +137,39 @@ function Player:init(args)
|
|||
end, nil, nil, 'shoot')
|
||||
|
||||
elseif self.character == 'cleric' then
|
||||
self.t:every(6, function()
|
||||
self.t:every(8, function()
|
||||
if self.level == 3 then
|
||||
for i = 1, 4 do
|
||||
local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
while #objects > 0 do
|
||||
check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16))
|
||||
objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
end
|
||||
SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y)
|
||||
local check_circle = Circle(x, y, 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
if #objects == 0 then
|
||||
HealingOrb{group = main.current.main, x = x, y = y}
|
||||
end
|
||||
end}
|
||||
end
|
||||
else
|
||||
local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
while #objects > 0 do
|
||||
check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16))
|
||||
objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
end
|
||||
SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y)
|
||||
local check_circle = Circle(x, y, 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
if #objects == 0 then
|
||||
HealingOrb{group = main.current.main, x = x, y = y}
|
||||
end
|
||||
end}
|
||||
end
|
||||
--[[
|
||||
local all_units = self:get_all_units()
|
||||
local unit_index = table.contains(all_units, function(v) return v.hp <= 0.5*v.max_hp end)
|
||||
if unit_index then
|
||||
|
@ -150,6 +182,7 @@ function Player:init(args)
|
|||
end
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
end
|
||||
]]--
|
||||
end, nil, nil, 'heal')
|
||||
|
||||
elseif self.character == 'arcanist' then
|
||||
|
@ -653,26 +686,52 @@ function Player:init(args)
|
|||
local unit_1 = random:table_remove(units)
|
||||
local unit_2 = random:table_remove(units)
|
||||
if unit_1 then
|
||||
unit_1:heal(0.2*unit_1.max_hp*(self.heal_effect_m or 1))
|
||||
unit_1.fairy_aspd_m = 3
|
||||
unit_1.t:after(5.98, function() unit_1.fairy_aspd_m = 1 end)
|
||||
end
|
||||
if unit_2 then
|
||||
unit_2:heal(0.2*unit_2.max_hp*(self.heal_effect_m or 1))
|
||||
unit_2.fairy_aspd_m = 3
|
||||
unit_2.t:after(5.98, function() unit_2.fairy_aspd_m = 1 end)
|
||||
end
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
for i = 1, 2 do
|
||||
local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
while #objects > 0 do
|
||||
check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16))
|
||||
objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
end
|
||||
SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y)
|
||||
local check_circle = Circle(x, y, 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
if #objects == 0 then
|
||||
HealingOrb{group = main.current.main, x = x, y = y}
|
||||
end
|
||||
end}
|
||||
end
|
||||
|
||||
else
|
||||
local unit = random:table(self:get_all_units())
|
||||
if unit then
|
||||
unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1))
|
||||
unit.fairy_aspd_m = 2
|
||||
unit.t:after(5.98, function() unit.fairy_aspd_m = 1 end)
|
||||
end
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
while #objects > 0 do
|
||||
check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16))
|
||||
objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
end
|
||||
SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y)
|
||||
local check_circle = Circle(x, y, 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
if #objects == 0 then
|
||||
HealingOrb{group = main.current.main, x = x, y = y}
|
||||
end
|
||||
end}
|
||||
end
|
||||
end, nil, nil, 'heal')
|
||||
|
||||
|
@ -748,10 +807,20 @@ function Player:init(args)
|
|||
end)
|
||||
end
|
||||
|
||||
self.t:every(10, function()
|
||||
self.t:every(15, function()
|
||||
local x, y = random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16)
|
||||
for i = 1, 5 do
|
||||
SpawnEffect{group = main.current.effects, x = x, y = y, color = green[0], action = function(x, y)
|
||||
local check_circle = Circle(x, y, 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
if #objects == 0 then HealingOrb{group = main.current.main, x = x, y = y} end
|
||||
end}
|
||||
end
|
||||
--[[
|
||||
local all_units = self:get_all_units()
|
||||
for _, unit in ipairs(all_units) do unit:heal(0.2*unit.max_hp*(self.heal_effect_m or 1)) end
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
]]--
|
||||
end, nil, nil, 'heal')
|
||||
|
||||
elseif self.character == 'infestor' then
|
||||
|
@ -769,32 +838,20 @@ function Player:init(args)
|
|||
|
||||
elseif self.character == 'flagellant' then
|
||||
self.t:every(8, function()
|
||||
if self.level == 3 then
|
||||
flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
|
||||
local all_units = self:get_all_units()
|
||||
local dmg = self.dmg
|
||||
for _, unit in ipairs(all_units) do
|
||||
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
|
||||
flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||
local all_units = self:get_all_units()
|
||||
for _, unit in ipairs(all_units) do
|
||||
if unit.character == 'flagellant' then
|
||||
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||
unit:hit(2*dmg)
|
||||
if not unit.flagellant_dmg_m then
|
||||
unit.flagellant_dmg_m = 1
|
||||
end
|
||||
unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.12
|
||||
unit:hit(self.level == unit.dmg or 2*unit.dmg)
|
||||
end
|
||||
|
||||
else
|
||||
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.3}
|
||||
flagellant1:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||
local all_units = self:get_all_units()
|
||||
for _, unit in ipairs(all_units) do
|
||||
if unit.character == 'flagellant' then
|
||||
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.4}
|
||||
unit:hit(2*unit.dmg)
|
||||
end
|
||||
if not unit.flagellant_dmg_m then
|
||||
unit.flagellant_dmg_m = 1
|
||||
end
|
||||
if not unit.flagellant_dmg_m then
|
||||
unit.flagellant_dmg_m = 1
|
||||
end
|
||||
if self.level == 3 then
|
||||
unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.12
|
||||
else
|
||||
unit.flagellant_dmg_m = unit.flagellant_dmg_m + 0.04
|
||||
end
|
||||
end
|
||||
|
@ -1011,6 +1068,21 @@ function Player:init(args)
|
|||
end)
|
||||
end
|
||||
|
||||
if self.character == 'flagellant' and self.level == 3 then
|
||||
self.hp = 2*self.max_hp
|
||||
end
|
||||
|
||||
if self.leader then
|
||||
self.t:after(0.5, function()
|
||||
local units = self:get_all_units()
|
||||
for _, unit in ipairs(units) do
|
||||
if table.any(self.classes, function(v) return v == 'psyker' end) then
|
||||
Projectile{group = main.current.main, x = unit.x + 24*math.cos(unit.r), y = unit.y + 24*math.sin(unit.r), color = fg[0], v = 200, dmg = unit.dmg, character = 'psyker', parent = unit}
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
self.mouse_control_v_buffer = {}
|
||||
|
||||
if main.current:is(MainMenu) then
|
||||
|
@ -1109,6 +1181,7 @@ function Player:update(dt)
|
|||
elseif main.current.enchanter_level == 1 then self.enchanter_dmg_m = 1.15
|
||||
else self.enchanter_dmg_m = 1 end
|
||||
|
||||
--[[
|
||||
if table.any(self.classes, function(v) return v == 'psyker' end) then
|
||||
local class_levels = get_class_levels(self:get_all_units())
|
||||
local number_of_active_sets = 0
|
||||
|
@ -1138,6 +1211,7 @@ function Player:update(dt)
|
|||
self.psyker_aspd_m = 1
|
||||
end
|
||||
end
|
||||
]]--
|
||||
|
||||
if main.current.forcer_level == 2 then self.knockback_m = 1.5
|
||||
elseif main.current.forcer_level == 1 then self.knockback_m = 1.25
|
||||
|
@ -1205,6 +1279,10 @@ function Player:update(dt)
|
|||
self.dividends_dmg_m = (1 + gold/100)
|
||||
end
|
||||
|
||||
if self.character == 'flagellant' and self.level == 3 then
|
||||
self.flagellant_hp_m = 2
|
||||
end
|
||||
|
||||
self.buff_def_a = (self.warrior_def_a or 0)
|
||||
self.buff_aspd_m = (self.chronomancer_aspd_m or 1)*(self.vagrant_aspd_m or 1)*(self.outlaw_aspd_m or 1)*(self.fairy_aspd_m or 1)*(self.psyker_aspd_m or 1)*(self.chronomancy_aspd_m or 1)*(self.awakening_aspd_m or 1)*(self.berserking_aspd_m or 1)*(self.reinforce_aspd_m or 1)*(self.squire_aspd_m or 1)*(self.speed_3_aspd_m or 1)*(self.last_stand_aspd_m or 1)*(self.enchanted_aspd_m or 1)
|
||||
self.buff_dmg_m = (self.squire_dmg_m or 1)*(self.vagrant_dmg_m or 1)*(self.enchanter_dmg_m or 1)*(self.swordsman_dmg_m or 1)*(self.flagellant_dmg_m or 1)*(self.psyker_dmg_m or 1)*(self.ballista_dmg_m or 1)*(self.awakening_dmg_m or 1)*(self.reinforce_dmg_m or 1)*(self.payback_dmg_m or 1)*(self.immolation_dmg_m or 1)*(self.damage_4_dmg_m or 1)*(self.offensive_stance_dmg_m or 1)*(self.last_stand_dmg_m or 1)*(self.dividends_dmg_m or 1)
|
||||
|
@ -1212,6 +1290,7 @@ function Player:update(dt)
|
|||
self.buff_area_size_m = (self.nuker_area_size_m or 1)*(self.magnify_area_size_m or 1)*(self.unleash_area_size_m or 1)*(self.last_stand_area_size_m or 1)
|
||||
self.buff_area_dmg_m = (self.nuker_area_dmg_m or 1)*(self.amplify_area_dmg_m or 1)*(self.unleash_area_dmg_m or 1)*(self.last_stand_area_dmg_m or 1)
|
||||
self.buff_mvspd_m = (self.wall_rider_mvspd_m or 1)*(self.centipede_mvspd_m or 1)*(self.squire_mvspd_m or 1)*(self.last_stand_mvspd_m or 1)
|
||||
self.buff_hp_m = (self.flagellant_hp_m or 1)
|
||||
self:calculate_stats()
|
||||
|
||||
if self.attack_sensor then self.attack_sensor:move_to(self.x, self.y) end
|
||||
|
@ -1425,26 +1504,30 @@ function Player:hit(damage, from_undead)
|
|||
end
|
||||
end
|
||||
|
||||
local psykeeper = self:get_unit'psykeeper'
|
||||
if psykeeper then
|
||||
psykeeper.stored_heal = psykeeper.stored_heal + actual_damage
|
||||
if psykeeper.stored_heal > (0.5*psykeeper.max_hp) and love.timer.getTime() - psykeeper.last_heal_time > 6 then
|
||||
psykeeper.last_heal_time = love.timer.getTime()
|
||||
local all_units = self:get_all_units()
|
||||
for _, unit in ipairs(all_units) do
|
||||
unit:heal(psykeeper.stored_heal*(self.heal_effect_m or 1)/#all_units)
|
||||
if self.character == 'psykeeper' then
|
||||
self.stored_heal = self.stored_heal + actual_damage
|
||||
if self.stored_heal > (0.2*self.max_hp) then
|
||||
self.stored_heal = 0
|
||||
local check_circle = Circle(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16), 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
while #objects > 0 do
|
||||
check_circle:move_to(random:float(main.current.x1 + 16, main.current.x2 - 16), random:float(main.current.y1 + 16, main.current.y2 - 16))
|
||||
objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
end
|
||||
if self.level == 3 then
|
||||
buff1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
|
||||
for _, enemy in ipairs(enemies) do
|
||||
enemy:hit(2*psykeeper.stored_heal/#enemies)
|
||||
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 6, color = fg[0], duration = 0.1}
|
||||
LightningLine{group = main.current.effects, src = self, dst = enemy, color = fg[0]}
|
||||
SpawnEffect{group = main.current.effects, x = check_circle.x, y = check_circle.y, color = green[0], action = function(x, y)
|
||||
local check_circle = Circle(x, y, 2)
|
||||
local objects = main.current.main:get_objects_in_shape(check_circle, {Seeker, EnemyCritter, Critter, Illusion, Volcano, Saboteur, Pet, Turret})
|
||||
if #objects == 0 then
|
||||
HealingOrb{group = main.current.main, x = x, y = y}
|
||||
end
|
||||
end}
|
||||
end
|
||||
|
||||
if self.level == 3 then
|
||||
local enemies = main.current.main:get_objects_by_classes(main.current.enemies)
|
||||
for _, enemy in ipairs(enemies) do
|
||||
enemy:hit(2*actual_damage/#enemies)
|
||||
end
|
||||
psykeeper.stored_heal = 0
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -1871,6 +1954,12 @@ function Projectile:init(args)
|
|||
end)
|
||||
end
|
||||
|
||||
elseif self.character == 'psyker' then
|
||||
self.pierce = 10000
|
||||
self.orbit_distance = random:float(28, 36)
|
||||
self.orbit_speed = random:float(4, 6)
|
||||
self.orbit_offset = random:float(0, 2*math.pi)
|
||||
|
||||
elseif self.character == 'lich' then
|
||||
self.spring:pull(0.15)
|
||||
self.t:every(0.08, function()
|
||||
|
@ -1937,6 +2026,16 @@ end
|
|||
function Projectile:update(dt)
|
||||
self:update_game_object(dt)
|
||||
|
||||
if self.character == 'psyker' then
|
||||
if self.parent.dead then self.dead = true; self.parent = nil; return end
|
||||
self:set_position(self.parent.x + self.orbit_distance*math.cos(self.orbit_speed*time + self.orbit_offset), self.parent.y + self.orbit_distance*math.sin(self.orbit_speed*time + self.orbit_offset))
|
||||
local dx, dy = self.x - (self.previous_x or 0), self.y - (self.previous_y or 0)
|
||||
self.r = Vector(dx, dy):angle()
|
||||
self:set_angle(self.r)
|
||||
self.previous_x, self.previous_y = self.x, self.y
|
||||
return
|
||||
end
|
||||
|
||||
if self.character == 'spellblade' then
|
||||
self.orbit_r = self.orbit_r + self.orbit_vr*dt
|
||||
end
|
||||
|
@ -1966,6 +2065,7 @@ function Projectile:update(dt)
|
|||
self.vr = self.vr + self.dvr*dt
|
||||
end
|
||||
|
||||
--[[
|
||||
if self.parent.point_blank or self.parent.longshot then
|
||||
self.distance_travelled = self.distance_travelled + math.length(self:get_velocity())
|
||||
if self.parent.point_blank and self.parent.longshot then
|
||||
|
@ -1976,6 +2076,7 @@ function Projectile:update(dt)
|
|||
self.distance_dmg_m = math.remap(self.distance_travelled, 0, 15000, 0.75, 2)
|
||||
end
|
||||
end
|
||||
]]--
|
||||
end
|
||||
|
||||
|
||||
|
@ -2000,6 +2101,11 @@ function Projectile:draw()
|
|||
graphics.circle(self.x, self.y, 4, self.hfx.hit.f and fg[0] or self.color)
|
||||
graphics.pop()
|
||||
|
||||
elseif self.character == 'psyker' then
|
||||
graphics.push(self.x, self.y, self.r, self.hfx.hit.x, self.hfx.hit.x)
|
||||
graphics.circle(self.x, self.y, 2.5, self.hfx.hit.f and fg[0] or self.color)
|
||||
graphics.pop()
|
||||
|
||||
else
|
||||
graphics.push(self.x, self.y, self.r + (self.orbit_r or 0))
|
||||
graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color)
|
||||
|
@ -2086,6 +2192,7 @@ function Projectile:on_collision_enter(other, contact)
|
|||
elseif self.character == 'engineer' or self.character == 'dual_gunner' or self.character == 'miner' then
|
||||
self:die(x, y, r, random:int(2, 3))
|
||||
_G[random:table{'turret_hit_wall1', 'turret_hit_wall2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.2}
|
||||
elseif self.character == 'psyker' then
|
||||
else
|
||||
self:die(x, y, r, random:int(2, 3))
|
||||
proj_hit_wall1:play{pitch = random:float(0.9, 1.1), volume = 0.2}
|
||||
|
@ -2132,9 +2239,10 @@ function Projectile:on_trigger_enter(other, contact)
|
|||
end
|
||||
|
||||
if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' or
|
||||
self.character == 'jester' or self.character == 'assassin' or self.character == 'barrager' or self.character == 'beastmaster' or self.character == 'witch' or self.character == 'miner' or self.character == 'thief' then
|
||||
self.character == 'jester' or self.character == 'assassin' or self.character == 'barrager' or self.character == 'beastmaster' or self.character == 'witch' or self.character == 'miner' or self.character == 'thief' or
|
||||
self.character == 'psyker' then
|
||||
hit2:play{pitch = random:float(0.95, 1.05), volume = 0.35}
|
||||
if self.character == 'spellblade' then
|
||||
if self.character == 'spellblade' or self.character == 'psyker' then
|
||||
magic_area1:play{pitch = random:float(0.95, 1.05), volume = 0.15}
|
||||
end
|
||||
elseif self.character == 'wizard' or self.character == 'lich' or self.character == 'arcanist' then
|
||||
|
@ -3145,6 +3253,7 @@ function Gold:draw()
|
|||
graphics.pop()
|
||||
end
|
||||
|
||||
|
||||
function Gold:on_trigger_enter(other, contact)
|
||||
if self.cant_be_picked_up then return end
|
||||
|
||||
|
@ -3195,6 +3304,92 @@ end
|
|||
|
||||
|
||||
|
||||
HealingOrb = Object:extend()
|
||||
HealingOrb:implement(GameObject)
|
||||
HealingOrb:implement(Physics)
|
||||
function HealingOrb:init(args)
|
||||
self:init_game_object(args)
|
||||
self:init_game_object(args)
|
||||
if tostring(self.x) == tostring(0/0) or tostring(self.y) == tostring(0/0) then self.dead = true; return end
|
||||
self:set_as_rectangle(4, 4, 'dynamic', 'ghost')
|
||||
self:set_restitution(0.5)
|
||||
local r = random:float(0, 2*math.pi)
|
||||
local f = random:float(2, 4)
|
||||
self:apply_impulse(f*math.cos(r), f*math.sin(r))
|
||||
self:apply_angular_impulse(random:table{random:float(-6*math.pi, -2*math.pi), random:float(2*math.pi, 6*math.pi)})
|
||||
self:set_damping(2.5)
|
||||
self:set_angular_damping(5)
|
||||
self.color = yellow2[0]
|
||||
self.hfx:add('hit', 1)
|
||||
self.cant_be_picked_up = true
|
||||
self.t:after(0.5, function() self.cant_be_picked_up = false end)
|
||||
illusion1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
self.magnet_sensor = Circle(self.x, self.y, 32)
|
||||
end
|
||||
|
||||
|
||||
function HealingOrb:update(dt)
|
||||
self:update_game_object(dt)
|
||||
self.r = self:get_angle()
|
||||
|
||||
if main.current.player.magnetism then
|
||||
local players = self:get_objects_in_shape(self.magnet_sensor, {Player})
|
||||
if players and #players > 0 then
|
||||
local x, y = 0, 0
|
||||
for _, p in ipairs(players) do
|
||||
x = x + p.x
|
||||
y = y + p.y
|
||||
end
|
||||
x = x/#players
|
||||
y = y/#players
|
||||
local r = self:angle_to_point(x, y)
|
||||
self:apply_force(20*math.cos(r), 20*math.sin(r))
|
||||
end
|
||||
end
|
||||
if self.magnet_sensor then self.magnet_sensor:move_to(self.x, self.y) end
|
||||
end
|
||||
|
||||
|
||||
function HealingOrb:draw()
|
||||
if not self.hfx.hit then return end
|
||||
local sr = random:float(-0.1, 0.1)
|
||||
graphics.push(self.x, self.y, self.r, self.hfx.hit.x + sr, self.hfx.hit.x + sr)
|
||||
graphics.circle(self.x, self.y, 1.2*self.shape.w, self.hfx.hit.f and fg[0] or green_transparent_weak)
|
||||
graphics.circle(self.x, self.y, 0.5*self.shape.w, self.hfx.hit.f and fg[0] or green[0])
|
||||
graphics.pop()
|
||||
end
|
||||
|
||||
|
||||
function HealingOrb:on_trigger_enter(other, contact)
|
||||
if self.cant_be_picked_up then return end
|
||||
|
||||
if other:is(Player) then
|
||||
self.dead = true
|
||||
HitCircle{group = main.current.effects, x = self.x, y = self.y, rs = 4, color = fg[0], duration = 0.1}
|
||||
for i = 1, 2 do HitParticle{group = main.current.effects, x = self.x, y = self.y, color = green[0]} end
|
||||
orb1:play{pitch = random:float(0.95, 1.05), volume = 1}
|
||||
heal1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
|
||||
|
||||
local units = other:get_all_units()
|
||||
local lowest_hp = 10000
|
||||
local lowest_unit
|
||||
for _, unit in ipairs(units) do
|
||||
if unit.hp < lowest_hp and unit.hp < unit.max_hp then
|
||||
lowest_hp = unit.hp
|
||||
lowest_unit = unit
|
||||
end
|
||||
end
|
||||
if lowest_unit then
|
||||
lowest_unit:heal(0.1*lowest_unit.max_hp*(lowest_unit.heal_effect_m or 1))
|
||||
else
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
Critter = Object:extend()
|
||||
Critter:implement(GameObject)
|
||||
Critter:implement(Physics)
|
||||
|
|
|
@ -31,9 +31,9 @@ function shared_init()
|
|||
slow_amount = 1
|
||||
|
||||
sfx = SoundTag()
|
||||
sfx.volume = 0.5
|
||||
sfx.volume = state.sfx_volume or 0.5
|
||||
music = SoundTag()
|
||||
music.volume = 0.5
|
||||
music.volume = state.music_volume or 0.5
|
||||
|
||||
if state.volume_muted then sfx.volume = 0 end
|
||||
if state.music_muted then music.volume = 0 end
|
||||
|
|
40
todo
40
todo
|
@ -1,4 +1,4 @@
|
|||
Looping Update
|
||||
Healer & Psyker Update
|
||||
New items:
|
||||
General:
|
||||
Intimidation - enemies spawn with -10/20/30% max HP
|
||||
|
@ -10,7 +10,7 @@ Looping Update
|
|||
Infesting Strike - X/Y/Z% chance for attacks to spawn 2 critters on kill
|
||||
Kinetic Strike - X/Y/Z% chance for attacks to push enemies away with high force
|
||||
Burning Strike - X% chance for attacks to ignite, dealing 20% dps for 3 seconds, ignited enemies ignite nearby enemies on death
|
||||
Lucky Strike - X% chance for attacks to cause enemies to drop gold
|
||||
Lucky Strike - X% chance for attacks to cause enemies to drop gold on death
|
||||
Healing Strike - X% chance for attacks to spawn a healing orb on kill
|
||||
Stunning Strike - X/Y/Z% chance for attacks to stun for 2 seconds
|
||||
Silencing Strike - X/Y/Z% chance for attacks to silence on hit
|
||||
|
@ -23,26 +23,25 @@ Looping Update
|
|||
Divine Barrage - 10/20/30% chance to release a homing barrage when picking up a healing orb
|
||||
Psyker:
|
||||
Orbitism - 33/66/99% faster orb speed
|
||||
Psychic Leak - orbs deal extra damage based on the amount of damage all psykers have taken recently
|
||||
Psychokinesis -
|
||||
Psychosink - orbs move faster based on the amount of damage all psykers have taken recently
|
||||
Psychosense - 20/40/60% increased orb range
|
||||
Conjurer:
|
||||
Rearm - summons repeat their attacks once
|
||||
Taunt - 10/20/30% chance for summons to taunt nearby enemies on attack
|
||||
Summon Instability - summons explode when disappearing, dealing 100/150/200% damage
|
||||
https://i.imgur.com/yzCVMah.png
|
||||
Changes:
|
||||
Magnetism - also attracts healing orbs
|
||||
Enchanted - 30/60/90%
|
||||
* Magnetism - also attracts healing orbs
|
||||
Enchanted - 33/66/99%
|
||||
Healer rework:
|
||||
Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
|
||||
Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs and grants +20% healing effectiveness
|
||||
Priest: creates 6 healing orbs
|
||||
Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
|
||||
* Enemies have a 8/16% chance to spawn healing orbs on death, orbs prioritize healing low health allies
|
||||
* Cleric: creates 1 healing orb, Lv.3: creates 4 healing orbs
|
||||
* Priest: creates 5 healing orbs
|
||||
* Fairy: grants a random unit 100% attack speed for 6 seconds and creates 1 healing orb
|
||||
Psyker rework:
|
||||
Create orbitting, damaging balls at the head of the snake equal to the number of psykers
|
||||
Flagellant - Lv.3: 2X flagellant max HP and grants +10% damage to all allies per cast
|
||||
Psychic - Lv.3: gains up to 300% damage the less HP the psychic has
|
||||
Psykino - Lv.3: gains up to 100% attack speed the less HP the psykino has
|
||||
Psykeeper - creates a healing orb every time the psykeeper takes 30% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
|
||||
* Create a piercing, damaging orb around each psyker, it inherits damage from its target
|
||||
* Flagellant - Lv.3: 4X flagellant max HP and +12% damage to all allies per cast
|
||||
* Psykeeper - creates a healing orb every time the psykeeper takes 20% of its max HP in damage, Lv.3: deal double the damage taken by the psykeeper to all enemies
|
||||
Looping
|
||||
Change end screen
|
||||
Loop button on end screen
|
||||
|
@ -50,9 +49,16 @@ Looping Update
|
|||
Difficulty is increased according to the formula for levels 25+
|
||||
Snake size goes up by 1 every loop, up to 12
|
||||
Balance
|
||||
* Decreased reroll cost to 8
|
||||
Change cursers to add more curse targets as set bonuses
|
||||
Decrease reroll cost to 5
|
||||
* Increased sage's attack speed
|
||||
Increase spawn marker time
|
||||
Decrease range and thrown speed for forcers
|
||||
Decrease damage for blue and white on higher NG
|
||||
Increase gold rewards at higher NG
|
||||
QoL
|
||||
Lowered sound effect for gambler
|
||||
Selling items
|
||||
Show cooldown on elite attack
|
||||
* Options menu from buy screen
|
||||
* Add main menu
|
||||
|
@ -70,6 +76,7 @@ Looping Update
|
|||
Add visuals divine intervention, fairy buff
|
||||
Change text for enchanted to "if you have >= 2 enchanters" and change text for reinforce to "if you have >= 1 enchanter"
|
||||
Bug fixes
|
||||
Fix barbarian stun just slowing and not stunning
|
||||
* Fixed fullscreen button and general resolution issues
|
||||
Fixed a series of crashes that happened rarely right before changing from the arena back to the shop
|
||||
https://i.imgur.com/Rk6qbDD.png - merchant doesnt give reroll if dies
|
||||
|
@ -81,6 +88,7 @@ Looping Update
|
|||
|
||||
---
|
||||
|
||||
30 refresh rate makes enemies faster?!?!
|
||||
|
||||
Future ideas:
|
||||
Chaos related classes
|
||||
|
|
Loading…
Reference in New Issue