local _M = loadPrevious(...) local rime_wraith_jump = function(self, eff) -- JUMP! local list = table.values(self:projectCollect({type="ball", radius=10, selffire=false}, self.x, self.y, map.ACTOR)) if #list == 0 then return end local has = function(t) return t.target:hasEffect(t.target.EFF_HOARFROST_GOOD) or t.target:hasEffect(t.target.EFF_HOARFROST_BAD) end local has_wraith = function(t) return t:hasEffect(t.EFF_RIME_WRAITH) or t:hasEffect(t.EFF_RIME_WRAITH_GELID_HOST) end local list_has, list_not = {}, {} for _, t in ipairs(list) do if has(t) then list_has[#list_has+1] = t else list_not[#list_not+1] = t end end local use_list = #list_not > 0 and list_not or list_has local target if eff.src:knowTalent(eff.src.T_FRIGID_PLUNGE) then table.sort(use_list, "dist") while #use_list > 0 do target = table.remove(use_list).target if not (has_wraith(target) and #use_list > 0) then break end end else while #use_list > 0 do target = rng.table(use_list).target if not (has_wraith(target) and #user_list > 0) then break end end end self:removeEffect(eff.effect_id) -- is this still necessary? self should be dead, after all target:setEffect(eff.effect_id, eff.dur, eff) game.level.map:particleEmitter(self.x, self.y, 1, "rime_wraith_move", {tx=target.x-self.x, ty=target.y-self.y}) if eff.src:knowTalent(eff.src.T_FRIGID_PLUNGE) then local heal = eff.src:callTalent(eff.src.T_FRIGID_PLUNGE, "getHeal") local dam = eff.src:callTalent(eff.src.T_FRIGID_PLUNGE, "getDamage") eff.src.projectApply({type="beam", range=10, x=self.x, y=self.y}, target.x, target.y, Map.ACTOR, function(m) if eff.src.reactionToward(m) <0 then eff.src:attr("damage_shield_penetrate", 100) pcall(function() DamageType:get(DamageType.COLD).projector(eff.src, m.x, m.y, DamageType.COLD, dam) end) eff.src:attr("damage_shield_penetrate", -100) else m:heal(heal, eff.src) end end) end end TemporaryEffects.tempeffect_def.EFF_RIME_WRAITH.callbackOnDeath = rime_wraith_jump TemporaryEffects.tempeffect_def.EFF_RIME_WRAITH_GELID_HOST.callbackOnDeath = rime_wraith_jump return _M