SNKRX/main.lua

1264 lines
63 KiB
Lua

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