require 'engine' require 'shared' require 'arena' require 'buy_screen' require 'objects' require 'player' require 'enemies' require 'media' function init() shared_init() input:bind('move_left', {'a', 'left', 'dpleft', 'm1'}) input:bind('move_right', {'d', 'right', 'dpright', 'm2'}) input:bind('move_up', {'w', 'up', 'dpup'}) input:bind('move_down', {'s', 'down', 'dpdown'}) input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'}) local s = {tags = {sfx}} thunder1 = Sound('399656__bajko__sfx-thunder-blast.ogg', s) flagellant1 = Sound('Whipping Horse 3.ogg', s) bard2 = Sound('376532__womb-affliction__flute-trill.ogg', s) bard1 = Sound('Magical Impact 12.ogg', s) frost1 = Sound('Frost Bolt 20.ogg', s) pyro1 = Sound('Fire bolt 5.ogg', s) pyro2 = Sound('Explosion Fireworks_01.ogg', s) dot1 = Sound('Magical Swoosh 18.ogg', s) gun_kata1 = Sound('Pistol Shot_07.ogg', s) gun_kata2 = Sound('Pistol Shot_08.ogg', s) dual_gunner1 = Sound('Revolver Shot_07.ogg', s) dual_gunner2 = Sound('Revolver Shot_08.ogg', s) ui_hover1 = Sound('bamboo_hit_by_lord.ogg', s) ui_switch1 = Sound('Switch.ogg', s) ui_switch2 = Sound('Switch 3.ogg', s) ui_transition1 = Sound('Wind Bolt 8.ogg', s) ui_transition2 = Sound('Wind Bolt 12.ogg', s) headbutt1 = Sound('Wind Bolt 14.ogg', s) critter1 = Sound('Critters eating 2.ogg', s) critter2 = Sound('Crickets Chirping 4.ogg', s) critter3 = Sound('Popping bloody Sac 1.ogg', s) force1 = Sound('Magical Impact 18.ogg', s) error1 = Sound('Error 2.ogg', s) coins1 = Sound('Coins 7.ogg', s) coins2 = Sound('Coins 8.ogg', s) coins3 = Sound('Coins 9.ogg', s) shoot1 = Sound('Shooting Projectile (Classic) 11.ogg', s) archer1 = Sound('Releasing Bow String 1.ogg', s) wizard1 = Sound('Wind Bolt 20.ogg', s) swordsman1 = Sound('Heavy sword woosh 1.ogg', s) swordsman2 = Sound('Heavy sword woosh 19.ogg', s) scout1 = Sound('Throwing Knife (Thrown) 3.ogg', s) scout2 = Sound('Throwing Knife (Thrown) 4.ogg', s) arrow_hit_wall1 = Sound('Arrow Impact wood 3.ogg', s) arrow_hit_wall2 = Sound('Arrow Impact wood 1.ogg', s) hit1 = Sound('Player Takes Damage 17.ogg', s) hit2 = Sound('Body Head (Headshot) 1.ogg', s) hit3 = Sound('Kick 16_1.ogg', s) hit4 = Sound('Kick 16_2.ogg', s) proj_hit_wall1 = Sound('Player Takes Damage 2.ogg', s) enemy_die1 = Sound('Bloody punches 7.ogg', s) enemy_die2 = Sound('Bloody punches 10.ogg', s) magic_area1 = Sound('Fire bolt 10.ogg', s) magic_hit1 = Sound('Shadow Punch 1.ogg', s) magic_die1 = Sound('Magical Impact 27.ogg', s) knife_hit_wall1 = Sound('Shield Impacts Sword 1.ogg', s) blade_hit1 = Sound('Sword impact (Flesh) 2.ogg', s) player_hit1 = Sound('Body Fall 2.ogg', s) player_hit2 = Sound('Body Fall 18.ogg', s) player_hit_wall1 = Sound('Wood Heavy 5.ogg', s) pop1 = Sound('Pop sounds 10.ogg', s) pop2 = Sound('467951__benzix2__ui-button-click.ogg', s) pop3 = Sound('258269__jcallison__mouth-pop.ogg', s) confirm1 = Sound('80921__justinbw__buttonchime02up.ogg', s) heal1 = Sound('Buff 3.ogg', s) spawn1 = Sound('Buff 13.ogg', s) buff1 = Sound('Buff 14.ogg', s) spawn_mark1 = Sound('Bonus 2.ogg', s) spawn_mark2 = Sound('Bonus.ogg', s) alert1 = Sound('Click.ogg', s) elementor1 = Sound('Wind Bolt 18.ogg', s) saboteur_hit1 = Sound('Explosion Flesh_01.ogg', s) saboteur_hit2 = Sound('Explosion Flesh_02.ogg', s) saboteur1 = Sound('Male Jump 1.ogg', s) saboteur2 = Sound('Male Jump 2.ogg', s) saboteur3 = Sound('Male Jump 3.ogg', s) spark1 = Sound('Spark 1.ogg', s) spark2 = Sound('Spark 2.ogg', s) spark3 = Sound('Spark 3.ogg', s) stormweaver1 = Sound('Buff 8.ogg', s) cannoneer1 = Sound('Cannon shots 1.ogg', s) cannoneer2 = Sound('Cannon shots 7.ogg', s) cannon_hit_wall1 = Sound('Cannon impact sounds (Hitting ship) 4.ogg', s) pet1 = Sound('Wolf barks 5.ogg', s) turret1 = Sound('Sci Fi Machine Gun 7.ogg', s) turret2 = Sound('Sniper Shot_09.ogg', s) turret_hit_wall1 = Sound('Concrete 6.ogg', s) turret_hit_wall2 = Sound('Concrete 7.ogg', s) turret_deploy = Sound('321215__hybrid-v__sci-fi-weapons-deploy.ogg', s) rogue_crit1 = Sound('Dagger Stab (Flesh) 4.ogg', s) rogue_crit2 = Sound('Sword hits another sword 6.ogg', s) song1 = Sound('Kubbi - Ember - 01 Pathfinder.ogg', {tags = {music}}) song2 = Sound('Kubbi - Ember - 02 Ember.ogg', {tags = {music}}) song3 = Sound('Kubbi - Ember - 03 Firelight.ogg', {tags = {music}}) song4 = Sound('Kubbi - Ember - 04 Cascade.ogg', {tags = {music}}) song5 = Sound('Kubbi - Ember - 05 Compass.ogg', {tags = {music}}) death_song = Sound('Kubbi - Ember - 09 Formed by Glaciers.ogg', {tags = {music}}) speed_booster_elite = Image('speed_booster_elite') exploder_elite = Image('exploder_elite') swarmer_elite = Image('swarmer_elite') forcer_elite = Image('forcer_elite') cluster_elite = Image('cluster_elite') warrior = Image('warrior') ranger = Image('ranger') healer = Image('healer') mage = Image('mage') rogue = Image('rogue') nuker = Image('nuker') conjurer = Image('conjurer') enchanter = Image('enchanter') psyker = Image('psyker') curser = Image('curser') forcer = Image('forcer') swarmer = Image('swarmer') voider = Image('voider') ouroboros_technique_r = Image('ouroboros_technique_r') ouroboros_technique_l = Image('ouroboros_technique_l') wall_echo = Image('wall_echo') wall_rider = Image('wall_rider') centipede = Image('centipede') intimidation = Image('intimidation') vulnerability = Image('vulnerability') temporal_chains = Image('temporal_chains') amplify = Image('amplify') amplify_x = Image('amplify_x') resonance = Image('resonance') ballista = Image('ballista') ballista_x = Image('ballista_x') point_blank = Image('point_blank') longshot = Image('longshot') blunt_arrow = Image('blunt_arrow') explosive_arrow = Image('explosive_arrow') divine_machine_arrow = Image('divine_machine_arrow') chronomancy = Image('chronomancy') awakening = Image('awakening') divine_punishment = Image('divine_punishment') berserking = Image('berserking') unwavering_stance = Image('unwavering_stance') ultimatum = Image('ultimatum') flying_daggers = Image('flying_daggers') assassination = Image('assassination') magnify = Image('magnify') concentrated_fire = Image('concentrated_fire') unleash = Image('unleash') reinforce = Image('reinforce') payback = Image('payback') blessing = Image('blessing') hex_master = Image('hex_master') whispers_of_doom = Image('whispers_of_doom') force_push = Image('force_push') heavy_impact = Image('heavy_impact') crucio = Image('crucio') immolation = Image('immolation') call_of_the_void = Image('call_of_the_void') spawning_pool = Image('spawning_pool') hive = Image('hive') void_rift = Image('void_rift') star = Image('star') arrow = Image('arrow') class_colors = { ['warrior'] = yellow[0], ['ranger'] = green[0], ['healer'] = green[0], ['conjurer'] = orange[0], ['mage'] = blue[0], ['nuker'] = red[0], ['rogue'] = red[0], ['enchanter'] = blue[0], ['psyker'] = fg[0], ['curser'] = purple[0], ['forcer'] = yellow[0], ['swarmer'] = orange[0], ['voider'] = purple[0], } class_color_strings = { ['warrior'] = 'yellow', ['ranger'] = 'green', ['healer'] = 'green', ['conjurer'] = 'orange', ['mage'] = 'blue', ['nuker'] = 'red', ['rogue'] = 'red', ['enchanter'] = 'blue', ['psyker'] = 'fg', ['curser'] = 'purple', ['forcer'] = 'yellow', ['swarmer'] = 'orange', ['voider'] = 'purple', } character_names = { ['vagrant'] = 'Vagrant', ['swordsman'] = 'Swordsman', ['wizard'] = 'Wizard', ['archer'] = 'Archer', ['scout'] = 'Scout', ['cleric'] = 'Cleric', ['outlaw'] = 'Outlaw', ['blade'] = 'Blade', ['elementor'] = 'Elementor', ['saboteur'] = 'Saboteur', ['stormweaver'] = 'Stormweaver', ['sage'] = 'Sage', ['squire'] = 'Squire', ['cannoneer'] = 'Cannoneer', ['dual_gunner'] = 'Dual Gunner', ['hunter'] = 'Hunter', ['chronomancer'] = 'Chronomancer', ['spellblade'] = 'Spellblade', ['psykeeper'] = 'Psykeeper', ['engineer'] = 'Engineer', ['plague_doctor'] = 'Plague Doctor', ['barbarian'] = 'Barbarian', ['juggernaut'] = 'Juggernaut', ['lich'] = 'Lich', ['cryomancer'] = 'Cryomancer', ['pyromancer'] = 'Pyromancer', ['corruptor'] = 'Corruptor', ['beastmaster'] = 'Beastmaster', ['launcher'] = 'Launcher', ['bard'] = 'Bard', ['assassin'] = 'Assassin', ['host'] = 'Host', ['carver'] = 'Carver', ['bane'] = 'Bane', ['psykino'] = 'Psykino', ['barrager'] = 'Barrager', ['highlander'] = 'Highlander', ['fairy'] = 'Fairy', ['priest'] = 'Priest', ['infestor'] = 'Infestor', ['flagellant'] = 'Flagellant', } character_colors = { ['vagrant'] = fg[0], ['swordsman'] = yellow[0], ['wizard'] = blue[0], ['archer'] = green[0], ['scout'] = red[0], ['cleric'] = green[0], ['outlaw'] = red[0], ['blade'] = yellow[0], ['elementor'] = blue[0], ['saboteur'] = orange[0], ['stormweaver'] = blue[0], ['sage'] = purple[0], ['squire'] = yellow[0], ['cannoneer'] = orange[0], ['dual_gunner'] = green[0], ['hunter'] = green[0], ['chronomancer'] = blue[0], ['spellblade'] = blue[0], ['psykeeper'] = fg[0], ['engineer'] = orange[0], ['plague_doctor'] = purple[0], ['barbarian'] = yellow[0], ['juggernaut'] = yellow[0], ['lich'] = blue[0], ['cryomancer'] = blue[0], ['pyromancer'] = red[0], ['corruptor'] = orange[0], ['beastmaster'] = red[0], ['launcher'] = yellow[0], ['bard'] = red[0], ['assassin'] = purple[0], ['host'] = orange[0], ['carver'] = green[0], ['bane'] = purple[0], ['psykino'] = fg[0], ['barrager'] = green[0], ['highlander'] = yellow[0], ['fairy'] = green[0], ['priest'] = green[0], ['infestor'] = orange[0], ['flagellant'] = fg[0], } character_color_strings = { ['vagrant'] = 'fg', ['swordsman'] = 'yellow', ['wizard'] = 'blue', ['archer'] = 'green', ['scout'] = 'red', ['cleric'] = 'green', ['outlaw'] = 'red', ['blade'] = 'yellow', ['elementor'] = 'blue', ['saboteur'] = 'orange', ['stormweaver'] = 'blue', ['sage'] = 'purple', ['squire'] = 'yellow', ['cannoneer'] = 'orange', ['dual_gunner'] = 'green', ['hunter'] = 'green', ['chronomancer'] = 'blue', ['spellblade'] = 'blue', ['psykeeper'] = 'fg', ['engineer'] = 'orange', ['plague_doctor'] = 'purple', ['barbarian'] = 'yellow', ['juggernaut'] = 'yellow', ['lich'] = 'blue', ['cryomancer'] = 'blue', ['pyromancer'] = 'red', ['corruptor'] = 'orange', ['beastmaster'] = 'red', ['launcher'] = 'yellow', ['bard'] = 'red', ['assassin'] = 'purple', ['host'] = 'orange', ['carver'] = 'green', ['bane'] = 'purple', ['psykino'] = 'fg', ['barrager'] = 'green', ['highlander'] = 'yellow', ['fairy'] = 'green', ['priest'] = 'green', ['infestor'] = 'orange', ['flagellant'] = 'fg', } character_classes = { ['vagrant'] = {'psyker', 'ranger', 'warrior'}, ['swordsman'] = {'warrior'}, ['wizard'] = {'mage'}, ['archer'] = {'ranger'}, ['scout'] = {'rogue'}, ['cleric'] = {'healer'}, ['outlaw'] = {'warrior', 'rogue'}, ['blade'] = {'warrior', 'nuker'}, ['elementor'] = {'mage', 'nuker'}, ['saboteur'] = {'rogue', 'conjurer', 'nuker'}, ['stormweaver'] = {'enchanter'}, ['sage'] = {'nuker'}, ['squire'] = {'warrior', 'enchanter'}, ['cannoneer'] = {'ranger', 'nuker'}, ['dual_gunner'] = {'ranger', 'rogue'}, ['hunter'] = {'ranger', 'conjurer', 'forcer'}, ['chronomancer'] = {'mage', 'enchanter'}, ['spellblade'] = {'mage', 'rogue'}, ['psykeeper'] = {'healer', 'psyker'}, ['engineer'] = {'conjurer'}, ['plague_doctor'] = {'nuker', 'voider'}, ['barbarian'] = {'curser', 'warrior'}, ['juggernaut'] = {'forcer', 'warrior'}, ['lich'] = {'mage'}, ['cryomancer'] = {'mage', 'voider'}, ['pyromancer'] = {'mage', 'nuker', 'voider'}, ['corruptor'] = {'ranger', 'swarmer'}, ['beastmaster'] = {'rogue', 'swarmer'}, ['launcher'] = {'curser', 'forcer'}, ['bard'] = {'curser', 'rogue'}, ['assassin'] = {'rogue', 'voider'}, ['host'] = {'swarmer'}, ['carver'] = {'conjurer', 'healer'}, ['bane'] = {'curser', 'voider'}, ['psykino'] = {'mage', 'psyker', 'forcer'}, ['barrager'] = {'ranger', 'forcer'}, ['highlander'] = {'warrior'}, ['fairy'] = {'enchanter', 'healer'}, ['priest'] = {'healer'}, ['infestor'] = {'curser', 'swarmer'}, ['flagellant'] = {'psyker', 'enchanter'}, } character_class_strings = { ['vagrant'] = '[fg]Psyker, [green]Ranger, [yellow]Warrior', ['swordsman'] = '[yellow]Warrior', ['wizard'] = '[blue]Mage', ['archer'] = '[green]Ranger', ['scout'] = '[red]Rogue', ['cleric'] = '[green]Healer', ['outlaw'] = '[yellow]Warrior, [red]Rogue', ['blade'] = '[yellow]Warrior, [red]Nuker', ['elementor'] = '[blue]Mage, [red]Nuker', ['saboteur'] = '[red]Rogue, [orange]Conjurer, [red]Nuker', ['stormweaver'] = '[blue]Enchanter', ['sage'] = '[red]Nuker', ['squire'] = '[yellow]Warrior, [blue]Enchanter', ['cannoneer'] = '[green]Ranger, [red]Nuker', ['dual_gunner'] = '[green]Ranger, [red]Rogue', ['hunter'] = '[green]Ranger, [orange]Conjurer, [yellow]Forcer', ['chronomancer'] = '[blue]Mage, Enchanter', ['spellblade'] = '[blue]Mage, [red]Rogue', ['psykeeper'] = '[green]Healer, [fg]Psyker', ['engineer'] = '[orange]Conjurer', ['plague_doctor'] = '[red]Nuker, [purple]Voider', ['barbarian'] = '[purple]Curser, [yellow]Warrior', ['juggernaut'] = '[yellow]Forcer, Warrior', ['lich'] = '[blue]Mage', ['cryomancer'] = '[blue]Mage, [purple]Voider', ['pyromancer'] = '[blue]Mage, [red]Nuker, [purple]Voider', ['corruptor'] = '[green]Ranger, [orange]Swarmer', ['beastmaster'] = '[red]Rogue, [orange]Swarmer', ['launcher'] = '[yellow]Forcer, [purple]Curser', ['bard'] = '[purple]Curser, [red]Rogue', ['assassin'] = '[red]Rogue, [purple]Voider', ['host'] = '[orange]Swarmer', ['carver'] = '[orange]Conjurer, [green]Healer', ['bane'] = '[purple]Curser, Voider', ['psykino'] = '[blue]Mage, [fg]Psyker, [yellow]Forcer', ['barrager'] = '[green]Ranger, [yellow]Forcer', ['highlander'] = '[yellow]Warrior', ['fairy'] = '[blue]Enchanter, [green]Healer', ['priest'] = '[green]Healer', ['infestor'] = '[purple]Curser, [orange]Swarmer', ['flagellant'] = '[fg]Psyker, [blue]Enchanter', } get_character_stat_string = function(character, level) local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'}) local player = Player{group = group, leader = true, character = character, level = level, follower_index = 1} player:update(0) return '[red]HP: [red]' .. player.max_hp .. '[fg], [red]DMG: [red]' .. player.dmg .. '[fg], [green]ASPD: [green]' .. math.round(player.aspd_m, 2) .. 'x[fg], [blue]AREA: [blue]' .. math.round(player.area_dmg_m*player.area_size_m, 2) .. 'x[fg], [yellow]DEF: [yellow]' .. math.round(player.def, 2) .. '[fg], [green]MVSPD: [green]' .. math.round(player.v, 2) .. '[fg]' end get_character_stat = function(character, level, stat) local group = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile'}) local player = Player{group = group, leader = true, character = character, level = level, follower_index = 1} player:update(0) return math.round(player[stat], 2) end character_descriptions = { ['vagrant'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. get_character_stat('vagrant', lvl, 'dmg') .. '[fg] damage' end, ['swordsman'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('swordsman', lvl, 'dmg') .. '[fg] damage in an area, deals extra [yellow]' .. math.round(get_character_stat('swordsman', lvl, 'dmg')*0.15, 2) .. '[fg] damage per unit hit' end, ['wizard'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. get_character_stat('wizard', lvl, 'dmg') .. ' AoE[fg] damage' end, ['archer'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('archer', lvl, 'dmg') .. '[fg] damage and pierces' end, ['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, ['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, ['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, ['blade'] = function(lvl) return '[fg]throws multiple blades that deal [yellow]' .. get_character_stat('blade', lvl, 'dmg') .. ' AoE[fg] damage' end, ['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, ['saboteur'] = function(lvl) return '[fg]calls [yellow]2[fg] saboteurs to seek targets and deal [yellow]' .. get_character_stat('saboteur', lvl, 'dmg') .. ' AoE[fg] damage' end, ['stormweaver'] = function(lvl) return '[fg]infuses projectiles with chain lightning that deals [yellow]20%[fg] damage to [yellow]2[fg] enemies' end, ['sage'] = function(lvl) return '[fg]shoots a slow projectile that draws enemies in' end, ['squire'] = function(lvl) return '[yellow]+20%[fg] damage and defense to all allies' end, ['cannoneer'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. 2*get_character_stat('cannoneer', lvl, 'dmg') .. ' AoE[fg] damage' end, ['dual_gunner'] = function(lvl) return '[fg]shoots two parallel projectiles, each dealing [yellow]' .. get_character_stat('dual_gunner', lvl, 'dmg') .. '[fg] damage' end, ['hunter'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('hunter', lvl, 'dmg') .. '[fg] damage and has a [yellow]20%[fg] chance to summon a pet' end, ['chronomancer'] = function(lvl) return '[yellow]+20%[fg] attack speed to all allies' end, ['spellblade'] = function(lvl) return '[fg]throws knives that deal [yellow]' .. get_character_stat('spellblade', lvl, 'dmg') .. '[fg] damage, pierce and spiral outwards' end, ['psykeeper'] = function(lvl) return '[fg]all damage taken is stored up to [yellow]50%[fg] max HP and distributed as healing to all allies' end, ['engineer'] = function(lvl) return '[fg]drops sentries that shoot bursts of projectiles, each dealing [yellow]' .. get_character_stat('engineer', lvl, 'dmg') .. '[fg] damage' end, ['plague_doctor'] = function(lvl) return '[fg]creates an area that deals [yellow]' .. get_character_stat('plague_doctor', lvl, 'dmg') .. '[fg] damage per second' end, ['barbarian'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('barbarian', lvl, 'dmg') .. '[fg] AoE damage and stuns enemies hit for [yellow]4[fg] seconds' end, ['juggernaut'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('juggernaut', lvl, 'dmg') .. '[fg] AoE damage and pushes enemies away with a strong force' end, ['lich'] = function(lvl) return '[fg]launches a slow projectile that jumps [yellow]7[fg] times, dealing [yellow]' .. 2*get_character_stat('lich', lvl, 'dmg') .. '[fg] damage per hit' end, ['cryomancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('cryomancer', lvl, 'dmg') .. '[fg] damage per second' end, ['pyromancer'] = function(lvl) return '[fg]nearby enemies take [yellow]' .. get_character_stat('pyromancer', lvl, 'dmg') .. '[fg] damage per second' end, ['corruptor'] = function(lvl) return '[fg]spawn [yellow]3[fg] small critters if the corruptor kills an enemy' end, ['beastmaster'] = function(lvl) return '[fg]spawn [yellow]2[fg] small critters if the beastmaster crits' end, ['launcher'] = function(lvl) return '[fg]nearby enemies are pushed after [yellow]4[fg] seconds, taking [yellow]' .. 2*get_character_stat('launcher', lvl, 'dmg') .. '[fg] damage on wall hit' end, ['bard'] = function(lvl) return "[fg]throws a knife that deals [yellow]" .. get_character_stat('bard', lvl, 'dmg') .. "[fg] damage and inflicts enemies hit with the bard's curse" end, ['assassin'] = function(lvl) return '[fg]throws a piercing knife that deals [yellow]' .. get_character_stat('assassin', lvl, 'dmg') .. '[fg] damage + [yellow]' .. get_character_stat('assassin', lvl, 'dmg')/2 .. '[fg] damage per second for [yellow]3[fg] seconds' end, ['host'] = function(lvl) return '[fg]periodically spawn [yellow]1[fg] small critter' end, ['carver'] = function(lvl) return '[fg]carves a statue that periodically heals [yellow]1[fg] unit for [yellow]20%[fg] max HP if in range' end, ['bane'] = function(lvl) return '[fg]creates a large area that curses enemies to take [yellow]+50%[fg] damage' end, ['psykino'] = function(lvl) return '[fg]pulls enemies together for [yellow]2[fg] seconds' end, ['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, ['highlander'] = function(lvl) return '[fg]deals [yellow]' .. 5*get_character_stat('highlander', lvl, 'dmg') .. '[fg] AoE damage' end, ['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, ['priest'] = function(lvl) return '[fg]heals all allies for [yellow]20%[fg] their max HP' end, ['infestor'] = function(lvl) return '[fg]curses nearby enemies for [yellow]6[fg] seconds, they will release [yellow]2[fg] critters on death' end, ['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, } character_effect_names = { ['vagrant'] = '[fg]Champion', ['swordsman'] = '[yellow]Cleave', ['wizard'] = '[blue]Magic Missile', ['archer'] = '[green]Bounce Shot', ['scout'] = '[red]Dagger Resonance', ['cleric'] = '[green]Mass Heal ', ['outlaw'] = '[red]Flying Daggers', ['blade'] = '[yellow]Blade Resonance', ['elementor'] = '[blue]Windfield', ['saboteur'] = '[orange]Demoman', ['stormweaver'] = '[blue]Wide Lightning', ['sage'] = '[purple]Dimension Compression', ['squire'] = '[yellow]Shiny Gear', ['cannoneer'] = '[orange]Cannon Barrage', ['dual_gunner'] = '[green]Gun Kata', ['hunter'] = '[green]Feral Pack', ['chronomancer'] = '[blue]Quicken', ['spellblade'] = '[blue]Spiralism', ['psykeeper'] = '[fg]Crucio', ['engineer'] = '[orange]Upgrade', ['plague_doctor'] = '[purple]Black Death Steam', ['barbarian'] = '[yellow]Seism', ['juggernaut'] = '[yellow]Brutal Impact', ['lich'] = '[blue]Chain Frost', ['cryomancer'] = '[blue]Frostbite', ['pyromancer'] = '[red]Ignite', ['corruptor'] = '[orange]Corruption', ['beastmaster'] = '[red]Call of the Wild', ['launcher'] = '[orange]Kineticism', ['bard'] = "[red]The Bard's Song", ['assassin'] = '[purple]Toxic Delivery', ['host'] = '[orange]Invasion', ['carver'] = '[green]World Tree', ['bane'] = '[purple]Nightmare', ['psykino'] = '[fg]Magnetic Force', ['barrager'] = '[green]Barrage', ['highlander'] = '[yellow]Moulinet', ['fairy'] = '[green]Whimsy', ['priest'] = '[green]Divine Intervention', ['infestor'] = '[orange]Infestation', ['flagellant'] = '[red]Zealotry', } character_effect_names_gray = { ['vagrant'] = '[light_bg]Champion', ['swordsman'] = '[light_bg]Cleave', ['wizard'] = '[light_bg]Magic Missile', ['archer'] = '[light_bg]Bounce Shot', ['scout'] = '[light_bg]Dagger Resonance', ['cleric'] = '[light_bg]Mass Heal ', ['outlaw'] = '[light_bg]Flying Daggers', ['blade'] = '[light_bg]Blade Resonance', ['elementor'] = '[light_bg]Windfield', ['saboteur'] = '[light_bg]Demoman', ['stormweaver'] = '[light_bg]Wide Lightning', ['sage'] = '[light_bg]Dimension Compression', ['squire'] = '[light_bg]Shiny Gear', ['cannoneer'] = '[light_bg]Cannon Barrage', ['dual_gunner'] = '[light_bg]Gun Kata', ['hunter'] = '[light_bg]Feral Pack', ['chronomancer'] = '[light_bg]Quicken', ['spellblade'] = '[light_bg]Spiralism', ['psykeeper'] = '[light_bg]Crucio', ['engineer'] = '[light_bg]Upgrade', ['plague_doctor'] = '[light_bg]Black Death Steam', ['barbarian'] = '[light_bg]Seism', ['juggernaut'] = '[light_bg]Brutal Impact', ['lich'] = '[light_bg]Chain Frost', ['cryomancer'] = '[light_bg]Frostbite', ['pyromancer'] = '[light_bg]Ignite', ['corruptor'] = '[light_bg]Corruption', ['beastmaster'] = '[light_bg]Call of the Wild', ['launcher'] = '[light_bg]Kineticism', ['bard'] = "[light_bg]The Bard's Song", ['assassin'] = '[light_bg]Toxic Delivery', ['host'] = '[light_bg]Invasion', ['carver'] = '[light_bg]World Tree', ['bane'] = '[light_bg]Nightmare', ['psykino'] = '[light_bg]Magnetic Force', ['barrager'] = '[light_bg]Barrage', ['highlander'] = '[light_bg]Moulinet', ['fairy'] = '[light_bg]Whimsy', ['priest'] = '[light_bg]Divine Intervention', ['infestor'] = '[light_bg]Infestation', ['flagellant'] = '[light_bg]Zealotry', } character_effect_descriptions = { ['vagrant'] = function() return '[yellow]+10%[fg] damage and [yellow]+5%[fg] attack speed per active set' end, ['swordsman'] = function() return "[fg]the swordsman's damage is [yellow]doubled" end, ['wizard'] = function() return '[fg]the projectile chains [yellow]5[fg] times' end, ['archer'] = function() return '[fg]the arrow ricochets off walls [yellow]3[fg] times' end, ['scout'] = function() return '[yellow]+25%[fg] damage per chain and [yellow]+3[fg] chains' end, ['cleric'] = function() return '[fg]heals all units' end, ['outlaw'] = function() return "[yellow]+50%[fg] outlaw attack speed and his knives seek enemies" end, ['blade'] = function() return '[fg]deal additional [yellow]' .. get_character_stat('blade', 3, 'dmg')/3 .. '[fg] damage per enemy hit' end, ['elementor'] = function() return '[fg]slows enemies by [yellow]60%[fg] for [yellow]6[fg] seconds on hit' end, ['saboteur'] = function() return '[fg]the explosion has [yellow]50%[fg] chance to crit, increasing in size and dealing [yellow]2x[fg] damage' end, ['stormweaver'] = function() return "[fg]chain lightning's trigger area of effect and number of units hit is [yellow]doubled" end, ['sage'] = function() return '[fg]when the projectile expires deal [yellow]' .. 3*get_character_stat('sage', 3, 'dmg') .. '[fg] damage to all enemies under its influence' end, ['squire'] = function() return '[yellow]+30%[fg] damage, attack speed, movement speed and defense to all allies' end, ['cannoneer'] = function() return '[fg]showers the hit area in [yellow]5[fg] additional cannon shots that deal [yellow]' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. '[fg] AoE damage' end, ['dual_gunner'] = function() return '[fg]every 5th attack shoot in rapid succession for [yellow]2[fg] seconds' end, ['hunter'] = function() return '[fg]summons [yellow]3[fg] pets and the pets ricochet off walls once' end, ['chronomancer'] = function() return '[fg]enemies take damave over time [yellow]50%[fg] faster' end, ['spellblade'] = function() return '[fg]faster projectile speed and tighter turns' end, ['psykeeper'] = function() return '[fg]also redistributes damage taken as damage to all enemies at [yellow]double[fg] value' end, ['engineer'] = function() return '[fg]every 3rd sentry dropped upgrade all sentries with [yellow]+100%[fg] damage and attack speed' end, ['plague_doctor'] = function() return '[fg]nearby enemies take an additional [yellow]' .. get_character_stat('plague_doctor', 3, 'dmg') .. '[fg] damage per second' end, ['barbarian'] = function() return '[fg]stunned enemies also take [yellow]100%[fg] increased damage' end, ['juggernaut'] = function() return '[fg]enemies pushed by the juggernaut take [yellow]' .. 4*get_character_stat('juggernaut', 3, 'dmg') .. '[fg] damage if they hit a wall' end, ['lich'] = function() return '[fg]chain frost slows enemies hit by [yellow]80%[fg] for [yellow]2[fg] seconds and chains [yellow]+7[fg] times' end, ['cryomancer'] = function() return '[fg]enemies are also slowed by [yellow]60%[fg] while in the area' end, ['pyromancer'] = function() return '[fg]enemies killed by the pyromancer explode, dealing [yellow]' .. get_character_stat('pyromancer', 3, 'dmg') .. '[fg] AoE damage' end, ['corruptor'] = function() return '[fg]spawn [yellow]3[fg] small critters if the corruptor hits an enemy' end, ['beastmaster'] = function() return '[fg]spawn [yellow]2[fg] small critters if the beastmaster gets hit' end, ['launcher'] = function() return '[fg]enemies launched take [yellow]300%[fg] more damage when they hit walls' end, ['bard'] = function() return '[fg]every 8th attack consume the curse to deal [yellow]' .. 4*get_character_stat('bard', 3, 'dmg') .. '[fg] damage to affected enemies' end, ['assassin'] = function() return '[fg]poison inflicted from crits deals [yellow]8x[fg] damage' end, ['host'] = function() return '[fg][yellow]+100%[fg] critter spawn rate and spawn [yellow]2[fg] critters instead' end, ['carver'] = function() return '[fg]carves a tree that heals [yellow]twice[fg] as fast, in a bigger area, and heals [yellow]2[fg] units instead' end, ['bane'] = function() return '[fg]the area also deals [yellow]' .. get_character_stat('bane', 3, 'dmg') .. '[fg] damage per second and slows enemies by [yellow]50%[fg]' end, ['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, ['barrager'] = function() return '[fg]every 3rd attack the barrage shoots [yellow]15[fg] projectiles and they push harder' end, ['highlander'] = function() return '[fg]quickly repeats the attack [yellow]3[fg] times' end, ['fairy'] = function() return '[fg]heals [yellow]2[fg] units instead and grants them an additional [yellow]100%[fg] attack speed' end, ['priest'] = function() return '[fg]at the start of the round pick [yellow]3[fg] units at random and grants them a buff that prevents death once' end, ['infestor'] = function() return '[fg][yellow]triples[fg] the number of critters released' end, ['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, } character_effect_descriptions_gray = { ['vagrant'] = function() return '[light_bg]+10% damage and +5% attack speed per active set' end, ['swordsman'] = function() return "[light_bg]the swordsman's damage is doubled" end, ['wizard'] = function() return '[light_bg]the projectile chains 5 times' end, ['archer'] = function() return '[light_bg]the arrow ricochets off walls 3 times' end, ['scout'] = function() return '[light_bg]+25% damage per chain and +3 chains' end, ['cleric'] = function() return '[light_bg]heals all units' end, ['outlaw'] = function() return "[light_bg]+50% outlaw attack speed and his knives seek enemies" end, ['blade'] = function() return '[light_bg]deal additional ' .. get_character_stat('blade', 3, 'dmg')/2 .. ' damage per enemy hit' end, ['elementor'] = function() return '[light_bg]slows enemies by 60% for 6 seconds on hit' end, ['saboteur'] = function() return '[light_bg]the explosion has 50% chance to crit, increasing in size and dealing 2x damage' end, ['stormweaver'] = function() return "[light_bg]chain lightning's trigger area of effect and number of units hit is doubled" end, ['sage'] = function() return '[light_bg]when the projectile expires deal ' .. 3*get_character_stat('sage', 3, 'dmg') .. ' damage to all enemies under its influence' end, ['squire'] = function() return '[light_bg]+30% damage, attack speed, movement speed and defense to all allies' end, ['cannoneer'] = function() return '[light_bg]showers the hit area in 5 additional cannon shots that deal ' .. get_character_stat('cannoneer', 3, 'dmg')/2 .. ' AoE damage' end, ['dual_gunner'] = function() return '[light_bg]every 5th attack shoot in rapid succession for 2 seconds' end, ['hunter'] = function() return '[light_bg]summons 3 pets and the pets ricochet off walls once' end, ['chronomancer'] = function() return '[light_bg]enemies take damave over time 50% faster' end, ['spellblade'] = function() return '[light_bg]faster projectile speed and tighter turns' end, ['psykeeper'] = function() return '[light_bg]also redistributes damage taken as damage to all enemies at double value' end, ['engineer'] = function() return '[light_bg]every 3rd sentry dropped upgrade all sentries with +100% damage and attack speed' end, ['plague_doctor'] = function() return '[light_bg]nearby enemies take an additional ' .. get_character_stat('plague_doctor', 3, 'dmg') .. ' damage per second' end, ['barbarian'] = function() return '[light_bg]stunned enemies also take 100% increased damage' end, ['juggernaut'] = function() return '[light_bg]enemies pushed by the juggernaut take ' .. 4*get_character_stat('juggernaut', 3, 'dmg') .. ' damage if they hit a wall' end, ['lich'] = function() return '[light_bg]chain frost slows enemies hit by 80% for 2 seconds and chains +7 times' end, ['cryomancer'] = function() return '[light_bg]enemies are also slowed by 60% while in the area' end, ['pyromancer'] = function() return '[light_bg]enemies killed by the pyromancer explode, dealing ' .. get_character_stat('pyromancer', 3, 'dmg') .. ' AoE damage' end, ['corruptor'] = function() return '[light_bg]spawn 3 small critters if the corruptor hits an enemy' end, ['beastmaster'] = function() return '[light_bg]spawn 2 small critters if the beastmaster gets hit' end, ['launcher'] = function() return '[light_bg]enemies launched take 300% more damage when they hit walls' end, ['bard'] = function() return '[light_bg]every 8th attack consume the curse to deal ' .. 4*get_character_stat('bard', 3, 'dmg') .. ' damage to affected enemies' end, ['assassin'] = function() return '[light_bg]poison inflicted from crits deals 8x damage' end, ['host'] = function() return '[light_bg]+100% critter spawn rate and spawn 2 critters instead' end, ['carver'] = function() return '[light_bg]carves a tree that heals twice as fast, in a bigger area, and heals 2 units instead' end, ['bane'] = function() return '[light_bg]the area also deals ' .. get_character_stat('bane', 3, 'dmg') .. ' damage per second and slows enemies by 50%' end, ['psykino'] = function() return '[light_bg]enemies take ' .. 4*get_character_stat('psykino', 3, 'dmg') .. ' damage and are pushed away when the area expires' end, ['barrager'] = function() return '[light_bg]every 3rd attack the barrage shoots 15 projectiles and they push harder' end, ['highlander'] = function() return '[light_bg]quickly repeats the attack 3 times' end, ['fairy'] = function() return '[light_bg]heals 2 units instead and grants them an additional 100% attack speed' end, ['priest'] = function() return '[light_bg]at the start of the round pick 3 units at random and grants them a buff that prevents death once' end, ['infestor'] = function() return '[light_bg]triples the number of critters released' end, ['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, } character_stats = { ['vagrant'] = function(lvl) return get_character_stat_string('vagrant', lvl) end, ['swordsman'] = function(lvl) return get_character_stat_string('swordsman', lvl) end, ['wizard'] = function(lvl) return get_character_stat_string('wizard', lvl) end, ['archer'] = function(lvl) return get_character_stat_string('archer', lvl) end, ['scout'] = function(lvl) return get_character_stat_string('scout', lvl) end, ['cleric'] = function(lvl) return get_character_stat_string('cleric', lvl) end, ['outlaw'] = function(lvl) return get_character_stat_string('outlaw', lvl) end, ['blade'] = function(lvl) return get_character_stat_string('blade', lvl) end, ['elementor'] = function(lvl) return get_character_stat_string('elementor', lvl) end, ['saboteur'] = function(lvl) return get_character_stat_string('saboteur', lvl) end, ['stormweaver'] = function(lvl) return get_character_stat_string('stormweaver', lvl) end, ['sage'] = function(lvl) return get_character_stat_string('sage', lvl) end, ['squire'] = function(lvl) return get_character_stat_string('squire', lvl) end, ['cannoneer'] = function(lvl) return get_character_stat_string('cannoneer', lvl) end, ['dual_gunner'] = function(lvl) return get_character_stat_string('dual_gunner', lvl) end, ['hunter'] = function(lvl) return get_character_stat_string('hunter', lvl) end, ['chronomancer'] = function(lvl) return get_character_stat_string('chronomancer', lvl) end, ['spellblade'] = function(lvl) return get_character_stat_string('spellblade', lvl) end, ['psykeeper'] = function(lvl) return get_character_stat_string('psykeeper', lvl) end, ['engineer'] = function(lvl) return get_character_stat_string('engineer', lvl) end, ['plague_doctor'] = function(lvl) return get_character_stat_string('plague_doctor', lvl) end, ['barbarian'] = function(lvl) return get_character_stat_string('barbarian', lvl) end, ['juggernaut'] = function(lvl) return get_character_stat_string('juggernaut', lvl) end, ['lich'] = function(lvl) return get_character_stat_string('lich', lvl) end, ['cryomancer'] = function(lvl) return get_character_stat_string('cryomancer', lvl) end, ['pyromancer'] = function(lvl) return get_character_stat_string('pyromancer', lvl) end, ['corruptor'] = function(lvl) return get_character_stat_string('corruptor', lvl) end, ['beastmaster'] = function(lvl) return get_character_stat_string('beastmaster', lvl) end, ['launcher'] = function(lvl) return get_character_stat_string('launcher', lvl) end, ['bard'] = function(lvl) return get_character_stat_string('bard', lvl) end, ['assassin'] = function(lvl) return get_character_stat_string('assassin', lvl) end, ['host'] = function(lvl) return get_character_stat_string('host', lvl) end, ['carver'] = function(lvl) return get_character_stat_string('carver', lvl) end, ['bane'] = function(lvl) return get_character_stat_string('bane', lvl) end, ['psykino'] = function(lvl) return get_character_stat_string('psykino', lvl) end, ['barrager'] = function(lvl) return get_character_stat_string('barrager', lvl) end, ['highlander'] = function(lvl) return get_character_stat_string('highlander', lvl) end, ['fairy'] = function(lvl) return get_character_stat_string('fairy', lvl) end, ['priest'] = function(lvl) return get_character_stat_string('priest', lvl) end, ['infestor'] = function(lvl) return get_character_stat_string('infestor', lvl) end, ['flagellant'] = function(lvl) return get_character_stat_string('flagellant', lvl) end, } class_stat_multipliers = { ['ranger'] = {hp = 1, dmg = 1.2, aspd = 1.5, area_dmg = 1, area_size = 1, def = 0.9, mvspd = 1.2}, ['warrior'] = {hp = 1.4, dmg = 1.1, aspd = 0.9, area_dmg = 1, area_size = 1, def = 1.25, mvspd = 0.9}, ['mage'] = {hp = 0.6, dmg = 1.4, aspd = 1, area_dmg = 1.25, area_size = 1.2, def = 0.75, mvspd = 1}, ['rogue'] = {hp = 0.8, dmg = 1.3, aspd = 1.1, area_dmg = 0.6, area_size = 0.6, def = 0.8, mvspd = 1.4}, ['healer'] = {hp = 1.2, dmg = 1, aspd = 0.5, area_dmg = 1, area_size = 1, def = 1.2, mvspd = 1}, ['enchanter'] = {hp = 1.2, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1.2, mvspd = 1.2}, ['nuker'] = {hp = 0.9, dmg = 1, aspd = 0.75, area_dmg = 1.5, area_size = 1.5, def = 1, mvspd = 1}, ['conjurer'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1}, ['psyker'] = {hp = 1.5, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 0.5, mvspd = 1}, ['curser'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 0.75, mvspd = 1}, ['forcer'] = {hp = 1.25, dmg = 1.1, aspd = 0.9, area_dmg = 0.75, area_size = 0.75, def = 1.2, mvspd = 1}, ['swarmer'] = {hp = 1.2, dmg = 1, aspd = 1.25, area_dmg = 1, area_size = 1, def = 0.75, mvspd = 0.5}, ['voider'] = {hp = 0.75, dmg = 1.3, aspd = 1, area_dmg = 0.8, area_size = 0.75, def = 0.6, mvspd = 0.8}, ['seeker'] = {hp = 0.5, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.3}, ['mini_boss'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.3}, ['enemy_critter'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 0.5}, ['saboteur'] = {hp = 1, dmg = 1, aspd = 1, area_dmg = 1, area_size = 1, def = 1, mvspd = 1.4}, } local ylb1 = function(lvl) return lvl >= 2 and 'fg' or (lvl >= 1 and 'yellow' or 'light_bg') end local ylb2 = function(lvl) return (lvl >= 2 and 'yellow' or 'light_bg') end class_descriptions = { ['ranger'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']8%[' .. ylb2(lvl) .. ']/16% [fg]chance to release a barrage on attack to allied rangers' end, ['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+25[' .. ylb2(lvl) .. ']/+50 [fg]defense to allied warriors' end, ['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']-15[' .. ylb2(lvl) .. ']/-30 [fg]enemy defense' end, ['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']10%[' .. ylb2(lvl) .. ']/20% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end, ['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+30% [fg]healing effectiveness' end, ['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]damage to all allies' end, ['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[' .. ylb2(lvl) .. ']/6 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]area damage and size to allied nukers' end, ['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]summon damage and duration' end, ['psyker'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+5%[' .. ylb2(lvl) .. ']/+10% [fg]damage and attack speed per active set to allied psykers' end, ['curser'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]curse duration' end, ['forcer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+25%[' .. ylb2(lvl) .. ']/+50% [fg]knockback force to all allies' end, ['swarmer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+1[' .. ylb2(lvl) .. ']/+3 [fg]hits to critters' end, ['voider'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[' .. ylb2(lvl) .. ']/4 [fg]- [' .. ylb1(lvl) .. ']+15%[' .. ylb2(lvl) .. ']/+25% [fg]damage over time to allied voiders' end, } tier_to_characters = { [1] = {'vagrant', 'swordsman', 'wizard', 'archer', 'scout', 'cleric'}, [2] = {'saboteur', 'sage', 'squire', 'dual_gunner', 'hunter', 'chronomancer', 'barbarian', 'cryomancer', 'beastmaster', 'launcher', 'bard', 'carver'}, [3] = {'outlaw', 'elementor', 'stormweaver', 'spellblade', 'psykeeper', 'engineer', 'juggernaut', 'pyromancer', 'corruptor', 'assassin', 'bane', 'barrager', 'infestor', 'flagellant'}, [4] = {'priest', 'highlander', 'psykino', 'lich', 'host', 'fairy', 'blade', 'plague_doctor', 'cannoneer'}, } non_attacking_characters = {'cleric', 'stormweaver', 'squire', 'chronomancer', 'sage', 'psykeeper', 'bane', 'carver', 'fairy', 'priest', 'flagellant'} character_tiers = { ['vagrant'] = 1, ['swordsman'] = 1, ['wizard'] = 1, ['archer'] = 1, ['scout'] = 1, ['cleric'] = 1, ['outlaw'] = 3, ['blade'] = 4, ['elementor'] = 3, ['saboteur'] = 2, ['stormweaver'] = 3, ['sage'] = 2, ['squire'] = 2, ['cannoneer'] = 4, ['dual_gunner'] = 2, ['hunter'] = 2, ['chronomancer'] = 2, ['spellblade'] = 3, ['psykeeper'] = 3, ['engineer'] = 3, ['plague_doctor'] = 4, ['barbarian'] = 2, ['juggernaut'] = 3, ['lich'] = 4, ['cryomancer'] = 2, ['pyromancer'] = 3, ['corruptor'] = 3, ['beastmaster'] = 2, ['launcher'] = 2, ['bard'] = 2, ['assassin'] = 3, ['host'] = 4, ['carver'] = 2, ['bane'] = 3, ['psykino'] = 4, ['barrager'] = 3, ['highlander'] = 4, ['fairy'] = 4, ['priest'] = 4, ['infestor'] = 3, ['flagellant'] = 3, } get_number_of_units_per_class = function(units) local rangers = 0 local warriors = 0 local healers = 0 local mages = 0 local nukers = 0 local conjurers = 0 local rogues = 0 local enchanters = 0 local psykers = 0 local cursers = 0 local forcers = 0 local swarmers = 0 local voiders = 0 for _, unit in ipairs(units) do for _, unit_class in ipairs(character_classes[unit.character]) do if unit_class == 'ranger' then rangers = rangers + 1 end if unit_class == 'warrior' then warriors = warriors + 1 end if unit_class == 'healer' then healers = healers + 1 end if unit_class == 'mage' then mages = mages + 1 end if unit_class == 'nuker' then nukers = nukers + 1 end if unit_class == 'conjurer' then conjurers = conjurers + 1 end if unit_class == 'rogue' then rogues = rogues + 1 end if unit_class == 'enchanter' then enchanters = enchanters + 1 end if unit_class == 'psyker' then psykers = psykers + 1 end if unit_class == 'curser' then cursers = cursers + 1 end if unit_class == 'forcer' then forcers = forcers + 1 end if unit_class == 'swarmer' then swarmers = swarmers + 1 end if unit_class == 'voider' then voiders = voiders + 1 end end end return {ranger = rangers, warrior = warriors, healer = healers, mage = mages, nuker = nukers, conjurer = conjurers, rogue = rogues, enchanter = enchanters, psyker = psykers, curser = cursers, forcer = forcers, swarmer = swarmers, voider = voiders} end get_class_levels = function(units) local units_per_class = get_number_of_units_per_class(units) local units_to_class_level = function(number_of_units, class) if class == 'ranger' or class == 'warrior' or class == 'mage' or class == 'nuker' or class == 'rogue' then if number_of_units >= 6 then return 2 elseif number_of_units >= 3 then return 1 else return 0 end elseif class == 'healer' or class == 'conjurer' or class == 'enchanter' or class == 'psyker' or class == 'curser' or class == 'forcer' or class == 'swarmer' or class == 'voider' then if number_of_units >= 4 then return 2 elseif number_of_units >= 2 then return 1 else return 0 end end end return { ranger = units_to_class_level(units_per_class.ranger, 'ranger'), warrior = units_to_class_level(units_per_class.warrior, 'warrior'), mage = units_to_class_level(units_per_class.mage, 'mage'), nuker = units_to_class_level(units_per_class.nuker, 'nuker'), rogue = units_to_class_level(units_per_class.rogue, 'rogue'), healer = units_to_class_level(units_per_class.healer, 'healer'), conjurer = units_to_class_level(units_per_class.conjurer, 'conjurer'), enchanter = units_to_class_level(units_per_class.enchanter, 'enchanter'), psyker = units_to_class_level(units_per_class.psyker, 'psyker'), curser = units_to_class_level(units_per_class.curser, 'curser'), forcer = units_to_class_level(units_per_class.forcer, 'forcer'), swarmer = units_to_class_level(units_per_class.swarmer, 'swarmer'), voider = units_to_class_level(units_per_class.voider, 'voider'), } end get_classes = function(units) local classes = {} for _, unit in ipairs(units) do table.insert(classes, table.copy(character_classes[unit.character])) end return table.unify(table.flatten(classes)) end class_set_numbers = { ['ranger'] = function(units) return 3, 6, get_number_of_units_per_class(units).ranger end, ['warrior'] = function(units) return 3, 6, get_number_of_units_per_class(units).warrior end, ['mage'] = function(units) return 3, 6, get_number_of_units_per_class(units).mage end, ['nuker'] = function(units) return 3, 6, get_number_of_units_per_class(units).nuker end, ['rogue'] = function(units) return 3, 6, get_number_of_units_per_class(units).rogue end, ['healer'] = function(units) return 2, 4, get_number_of_units_per_class(units).healer end, ['conjurer'] = function(units) return 2, 4, get_number_of_units_per_class(units).conjurer end, ['enchanter'] = function(units) return 2, 4, get_number_of_units_per_class(units).enchanter end, ['psyker'] = function(units) return 2, 4, get_number_of_units_per_class(units).psyker end, ['curser'] = function(units) return 2, 4, get_number_of_units_per_class(units).curser end, ['forcer'] = function(units) return 2, 4, get_number_of_units_per_class(units).forcer end, ['swarmer'] = function(units) return 2, 4, get_number_of_units_per_class(units).swarmer end, ['voider'] = function(units) return 2, 4, get_number_of_units_per_class(units).voider end, } passive_names = { ['ouroboros_technique_r'] = 'Ouroboros Technique R', ['ouroboros_technique_l'] = 'Ouroboros Technique L', ['wall_echo'] = 'Wall Echo', ['wall_rider'] = 'Wall Rider', ['centipede'] = 'Centipede', ['intimidation'] = 'Intimidation', ['vulnerability'] = 'Vulnerability', ['temporal_chains'] = 'Temporal Chains', ['amplify'] = 'Amplify', ['amplify_x'] = 'Amplify X', ['resonance'] = 'Resonance', ['ballista'] = 'Ballista', ['ballista_x'] = 'Ballista X', ['point_blank'] = 'Point Blank', ['longshot'] = 'Longshot', ['blunt_arrow'] = 'Blunt Arrow', ['explosive_arrow'] = 'Explosive Arrow', ['divine_machine_arrow'] = 'Divine Machine Arrow', ['chronomancy'] = 'Chronomancy', ['awakening'] = 'Awakening', ['divine_punishment'] = 'Divine Punishment', ['berserking'] = 'Berserking', ['unwavering_stance'] = 'Unwavering Stance', ['ultimatum'] = 'Ultimatum', ['flying_daggers'] = 'Flying Daggers', ['assassination'] = 'Assassination', ['magnify'] = 'Magnify', ['concentrated_fire'] = 'Concentrated Fire', ['unleash'] = 'Unleash', ['reinforce'] = 'Reinforce', ['payback'] = 'Payback', ['blessing'] = 'Blessing', ['hex_master'] = 'Hex Master', ['whispers_of_doom'] = 'Whispers of Doom', ['force_push'] = 'Force Push', ['heavy_impact'] = 'Heavy Impact', ['crucio'] = 'Crucio', ['immolation'] = 'Immolation', ['call_of_the_void'] = 'Call of the Void', ['spawning_pool'] = 'Spawning Pool', ['hive'] = 'Hive', ['void_rift'] = 'Void Rift', } passive_descriptions = { ['ouroboros_technique_r'] = '[fg]rotating around yourself to the right makes units release projectiles', ['ouroboros_technique_l'] = '[fg]rotating around yourself to the left grants [yellow]+25%[fg] defense to all units', ['wall_echo'] = '[fg]hitting walls has a [yellow]34%[fg] chance of releasing [yellow]2[fg] projectiles', ['wall_rider'] = '[fg]hitting walls grants a [yellow]25%[fg] movement speed buff to your snake for [yellow]1[fg] second', ['centipede'] = '[yellow]+20%[fg] movement speed', ['intimidation'] = '[fg]enemies spawn with [yellow]-20%[fg] max HP', ['vulnerability'] = '[fg]all enemies take [yellow]+20%[fg] damage', ['temporal_chains'] = '[fg]all enemies move [yellow]20%[fg] slower', ['amplify'] = '[yellow]+25%[fg] AoE damage', ['amplify_x'] = '[yellow]+50%[fg] AoE damage', ['resonance'] = '[fg]all AoE attacks deal [yellow]+5%[fg] damage per unit hit', ['ballista'] = '[yellow]+25%[fg] damage to rangers and rogues ', ['ballista_x'] = '[yellow]+50%[fg] damage to rangers and rogues', ['point_blank'] = '[fg]projectiles deal up to [yellow]+100%[fg] damage up close and down to [yellow]-50%[fg] damage far away', ['longshot'] = '[fg]projectiles deal up to [yellow]+100%[fg] damage far away and down to [yellow]-50%[fg] up close', ['blunt_arrow'] = '[fg]all arrows fired by rangers have a [yellow]20%[fg] chance to knockback', ['explosive_arrow'] = '[fg]arrows fired by rangers have a [yellow]30%[fg] chance to explode, dealing [yellow]20%[fg] AoE damage', ['divine_machine_arrow'] = '[fg]arrows fired by rangers have a [yellow]40%[fg] chance to seek enemies and pierce [yellow]5[fg] times', ['chronomancy'] = '[fg]all mages cast their spells [yellow]25%[fg] faster', ['awakening'] = '[fg]every round [yellow]1[fg] mage is granted [yellow]+100%[fg] attack speed and damage for that round', ['divine_punishment'] = '[fg]periodically deal [yellow]10X[fg] damage to all enemies, where [yellow]X[fg] is how many mages you have', ['berserking'] = '[fg]all warriors have up to [yellow]+50%[fg] attack speed based on missing HP', ['unwavering_stance'] = '[fg]all warriors gain [yellow]+5%[fg] defense every [yellow]5[fg] seconds', ['ultimatum'] = '[fg]projectiles that chain gain [yellow]+25%[fg] damage with each chain', ['flying_daggers'] = '[fg]all knives thrown by rogues chain [yellow]+2[fg] times', ['assassination'] = '[fg]crits from rogues deal [yellow]8x[fg] damage but normal attacks deal [yellow]half[fg] damage', ['magnify'] = '[yellow]+25%[fg] area size', ['concentrated_fire'] = '[yellow]-50%[fg] area size and [yellow]+100%[fg] area damage', ['unleash'] = '[yellow]+2%[fg] area size and damage per second', ['reinforce'] = '[yellow]+10%[fg] damage, defense and attack speed to all allies with at least one enchanter', ['payback'] = '[yellow]+5%[fg] damage to all allies whenever an enchanter is hit', ['blessing'] = '[yellow]+20%[fg] healing effectiveness', ['hex_master'] = '[yellow]+25%[fg] curse duration', ['whispers_of_doom'] = '[fg]curses apply doom, when [yellow]4[fg] doom instances are reached they deal [yellow]200[fg] damage', ['force_push'] = '[yellow]+25%[fg] knockback force', ['heavy_impact'] = '[fg]when enemies hit walls they take damage according to the knockback force', ['crucio'] = '[fg]taking damage also shares that across all enemies at [yellow]25%[fg] its value', ['immolation'] = '[yellow]3[fg] units will periodically take damage, all your allies gain [yellow]+8%[fg] damage per tick', ['call_of_the_void'] = '[yellow]+25%[fg] damage over time', ['spawning_pool'] = '[yellow]+1[fg] critter health', ['hive'] = '[yellow]+2[fg] critter health', ['void_rift'] = '[fg]attacks by mages, nukers or voiders have a [yellow]20%[fg] chance to create a void rift on hit', } passive_tiers = { ['ouroboros_technique_r'] = 2, ['ouroboros_technique_l'] = 2, ['wall_echo'] = 1, ['wall_rider'] = 1, ['centipede'] = 1, ['intimidation'] = 2, ['vulnerability'] = 2, ['temporal_chains'] = 1, ['amplify'] = 1, ['amplify_x'] = 2, ['resonance'] = 3, ['ballista'] = 1, ['ballista_x'] = 2, ['point_blank'] = 2, ['longshot'] = 2, ['blunt_arrow'] = 1, ['explosive_arrow'] = 2, ['divine_machine_arrow'] = 3, ['chronomancy'] = 2, ['awakening'] = 2, ['divine_punishment'] = 3, ['berserking'] = 1, ['unwavering_stance'] = 1, ['ultimatum'] = 2, ['flying_daggers'] = 3, ['assassination'] = 1, ['magnify'] = 1, ['concentrated_fire'] = 2, ['unleash'] = 1, ['reinforce'] = 2, ['payback'] = 2, ['blessing'] = 1, ['hex_master'] = 1, ['whispers_of_doom'] = 2, ['force_push'] = 1, ['heavy_impact'] = 2, ['crucio'] = 3, ['immolation'] = 2, ['call_of_the_void'] = 2, ['spawning_pool'] = 1, ['hive'] = 3, ['void_rift'] = 3, } tier_to_passives = { [1] = {'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', 'hex_master', 'force_push', 'spawning_pool'}, [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, } level_to_tier_weights = { [1] = {90, 10, 0, 0}, [2] = {80, 15, 5, 0}, [3] = {75, 20, 5, 0}, [4] = {70, 20, 10, 0}, [5] = {70, 20, 10, 0}, [6] = {65, 25, 10, 0}, [7] = {60, 25, 15, 0}, [8] = {55, 25, 15, 5}, [9] = {50, 30, 15, 5}, [10] = {50, 30, 15, 5}, [11] = {45, 30, 20, 5}, [12] = {40, 30, 20, 10}, [13] = {35, 30, 25, 10}, [14] = {30, 30, 25, 15}, [15] = {25, 30, 30, 15}, [16] = {25, 25, 30, 20}, [17] = {20, 25, 35, 20}, [18] = {15, 25, 35, 25}, [19] = {10, 25, 40, 25}, [20] = {5, 25, 40, 30}, [21] = {0, 25, 40, 35}, [22] = {0, 20, 40, 40}, [23] = {0, 20, 35, 45}, [24] = {0, 10, 30, 60}, [25] = {0, 0, 0, 100}, } level_to_gold_gained = { [1] = {2, 2}, [2] = {2, 2}, [3] = {4, 6}, [4] = {3, 5}, [5] = {4, 7}, [6] = {6, 10}, [7] = {6, 7}, [8] = {7, 8}, [9] = {10, 16}, [10] = {10, 12}, [11] = {12, 14}, [12] = {18, 20}, [13] = {12, 16}, [14] = {14, 18}, [15] = {16, 20}, [16] = {12, 12}, [17] = {12, 12}, [18] = {20, 24}, [19] = {8, 12}, [20] = {10, 14}, [21] = {20, 28}, [22] = {32, 32}, [23] = {36, 36}, [24] = {48, 48}, [25] = {100, 100}, } level_to_passive_tier_weights = { [3] = {70, 20, 10}, [6] = {60, 25, 15}, [9] = {50, 30, 20}, [12] = {40, 40, 20}, [15] = {30, 45, 25}, [18] = {20, 50, 30}, [21] = {20, 40, 40}, [24] = {20, 30, 50}, } level_to_elite_spawn_weights = { [1] = {0}, [2] = {4, 2}, [3] = {10}, [4] = {4, 4}, [5] = {4, 3, 2}, [6] = {14}, [7] = {5, 3, 2}, [8] = {6, 3, 3, 3}, [9] = {18}, [10] = {8, 4}, [11] = {8, 6, 2}, [12] = {18}, [13] = {8, 8}, [14] = {12, 6}, [15] = {18}, [16] = {10, 6, 4}, [17] = {6, 5, 4, 3}, [18] = {18}, [19] = {10, 6}, [20] = {10, 6, 2}, [21] = {28}, [22] = {10, 10, 5}, [23] = {20, 5, 5}, [24] = {35}, [25] = {5, 5, 5, 5, 5, 5}, } level_to_boss = { [6] = 'speed_booster', [12] = 'exploder', [18] = 'swarmer', [24] = 'forcer', [25] = 'randomizer', } level_to_elite_spawn_types = { [1] = {'speed_booster'}, [2] = {'speed_booster', 'shooter'}, [3] = {'speed_booster'}, [4] = {'speed_booster', 'exploder'}, [5] = {'speed_booster', 'exploder', 'shooter'}, [6] = {'speed_booster'}, [7] = {'speed_booster', 'exploder', 'headbutter'}, [8] = {'speed_booster', 'exploder', 'headbutter', 'shooter'}, [9] = {'shooter'}, [10] = {'exploder', 'headbutter'}, [11] = {'exploder', 'headbutter', 'tank'}, [12] = {'exploder'}, [13] = {'speed_booster', 'shooter'}, [14] = {'speed_booster', 'spawner'}, [15] = {'shooter'}, [16] = {'speed_booster', 'exploder', 'spawner'}, [17] = {'speed_booster', 'exploder', 'spawner', 'shooter'}, [18] = {'spawner'}, [19] = {'headbutter', 'tank'}, [20] = {'speed_booster', 'tank', 'spawner'}, [21] = {'headbutter'}, [22] = {'speed_booster', 'headbutter', 'tank'}, [23] = {'headbutter', 'tank', 'shooter'}, [24] = {'tank'}, [25] = {'speed_booster', 'exploder', 'headbutter', 'tank', 'shooter', 'spawner'}, } run_passive_pool_by_tiers = { [1] = { 'wall_echo', 'wall_rider', 'centipede', 'temporal_chains', 'amplify', 'amplify_x', 'ballista', 'ballista_x', 'blunt_arrow', 'berserking', 'unwavering_stance', 'assassination', 'unleash', 'blessing', 'hex_master', 'force_push', 'spawning_pool'}, [2] = {'ouroboros_technique_r', 'ouroboros_technique_l', 'intimidation', 'vulnerability', 'resonance', 'point_blank', 'longshot', 'explosive_arrow', 'chronomancy', 'awakening', 'ultimatum', 'concentrated_fire', 'reinforce', 'payback', 'whispers_of_doom', 'heavy_impact', 'immolation', 'call_of_the_void'}, [3] = {'divine_machine_arrow', 'divine_punishment', 'flying_daggers', 'crucio', 'hive', 'void_rift'}, } gold = 2 passives = {} steam.userStats.requestCurrentStats() system.load_state() new_game_plus = state.new_game_plus or 0 max_units = 7 + new_game_plus main = Main() -- main_song_instance = _G[random:table{'song1', 'song2', 'song3', 'song4', 'song5'}]:play{volume = 0.5} main:add(BuyScreen'buy_screen') main:go_to('buy_screen', 0, {}, passives) --[[ main:add(Arena'arena') main:go_to('arena', 20, { {character = 'vagrant', level = 3}, {character = 'spellblade', level = 3}, {character = 'assassin', level = 3}, {character = 'scout', level = 3}, {character = 'engineer', level = 3}, {character = 'swordsman', level = 3}, {character = 'archer', level = 3}, }, passives) main:add(Media'media') main:go_to('media') ]]-- trigger:every(2, function() if debugging_memory then for k, v in pairs(system.type_count()) do print(k, v) end print("-- " .. math.round(tonumber(collectgarbage("count"))/1024, 3) .. "MB --") print() end end) end function update(dt) main:update(dt) --[[ if input.b.pressed then -- debugging_memory = not debugging_memory for k, v in pairs(system.type_count()) do print(k, v) end print("-- " .. math.round(tonumber(collectgarbage("count"))/1024, 3) .. "MB --") print() end ]]-- if input.n.pressed then if sfx.volume == 0.5 then sfx.volume = 0 state.volume_muted = true elseif sfx.volume == 0 then sfx.volume = 0.5 state.volume_muted = false end end if input.m.pressed then if music.volume == 0.5 then state.music_muted = true music.volume = 0 elseif music.volume == 0 then music.volume = 0.5 state.music_muted = false end end if input.f12.pressed then steam.userStats.resetAllStats(true) steam.userStats.storeStats() end end function draw() shared_draw(function() main:draw() end) end function love.run() return engine_run({ game_name = 'SNKRX', window_width = 480*4, window_height = 270*4, }) end