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PostPosted: Wed Oct 28, 2015 9:15 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
I have an ability that's a spin on the usual 'make X random attacks against targets in an area'. Effectively this will fire up to X projectiles against targets in a cone, and if there are more projectiles than targets a target can be hit up to 3 times. However, currently it seems a little buggy and sometimes exceeds the number of projectiles. Is there a better way to write this?

Code:
newTalent{
   name = "Fan of Knives",
   type = {"technique/throwing-knives", 2},
   require = techs_dex_req2,
   points = 5,
   tactical = { ATTACKAREA = 3 },
   getDamage = function (self, t) return self:combatTalentWeaponDamage(t, 0.6, 1.2) end,
   getNb = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
   range = 0,
   cooldown = 10,
   stamina = 20,
   radius = function(self, t) return math.floor(self:combatTalentScale(t, 3, 7)) end,
   target = function(self, t)
      return {type="cone", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t)}
   end,
   action = function(self, t)
      local tg = self:getTalentTarget(t)
      local x, y = self:getTarget(tg)
      if not x or not y then return end


      local nb = t.getNb(self,t)
      local count = t.getNb(self,t)
      
      local tgts = {}
      grids = self:project(tg, x, y, function(px, py)
         local target = game.level.map(px, py, engine.Map.ACTOR)
         if not target then return end
         tgts[#tgts+1] = target
      end)

      table.shuffle(tgts)
      
      while count > 0 do
         if #tgts <= 0 then break end
         for i = 1, math.min(nb, #tgts) do
            local a, id = tgts[i]
            local tg2 = {type="bolt", range=self:getTalentRadius(t), selffire=false, talent=t, display={display='', particle="arrow", particle_args={tile="shockbolt/object/knife_steel"} }}
               self:projectile(tg2, a.x, a.y, function(px, py, tg2, self)
                  local target = game.level.map(px, py, engine.Map.ACTOR)
                  if target and target ~= self then
                     local t2 = self:getTalentFromId(self.T_THROWING_KNIVES)
                     self:attackTargetWith(target, t2.getKnives(self, t), nil, t.getDamage(self,t))
                     target.turn_procs.fan_of_knives = 1 + (target.turn_procs.fan_of_knives or 0)
                     if target.turn_procs.fan_of_knives==3 then table.remove(tgts, id) end
                  end
               end)
               count = count - 1
         end
      end



      return true
   end,
   info = function(self, t)
      return ([[Throw up to %d throwing knives at enemies within a radius %d cone, for %d%% damage each. If the number of knives exceeds the number of enemies, a target can be hit up to 3 times.]]):
      format(t.getNb(self,t), self:getTalentRadius(t), t.getDamage(self, t)*100)
   end,
}


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PostPosted: Wed Oct 28, 2015 11:47 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5769
Oh god, yes it can be better.
But I can't write it for you at the moment.

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My feedback meter decays into coding. Give me feedback and I make mods.


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