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path: root/auto-tune/hooks/load.lua
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class:bindHook("ToME:load", function(self, data)
	local Talents = require "engine.interface.ActorTalents"
	local DamageType = require "engine.DamageType"

	if Talents.talents_def.T_ATTUNE_MINDSTAR then
		Talents.talents_def.T_ATTUNE_MINDSTAR.action = function(self, t)
			-- do nothing if disarmed
			if self:attr("disarmed") then
				return nil
			end

			local hasValidMindstar = function(who, slot)
				local o = who:getInven(slot) and who:getInven(slot)[1]

				if not o or not o.combat or not o.combat.talented == "mindstar" then
					return nil
				-- exclude fixedarts (those that don't teach Attune Mindstar)
				elseif not o.wielder or not o.wielder.learn_talent or not o.wielder.learn_talent[who.T_ATTUNE_MINDSTAR] then
					return nil
				end
				
				return o
			end

			local mh = hasValidMindstar(self, "MAINHAND")
			local oh = hasValidMindstar(self, "OFFHAND")
			local tk = hasValidMindstar(self, "PSIONIC_FOCUS")

			-- find the first valid mindstar so we can switch all of them to the opposite of that one
			local primary = mh or oh or tk
			if not primary then
				game.logPlayer(self, "You can't attune a mindstar you're not wielding!")
				return
			end

			local wanted = DamageType.MIND
			if primary.combat.damtype == DamageType.MIND then
				wanted = DamageType.NATURE
			end

			-- update damage types
			local attune = function (o, dt)
				if not o then return end
				o.combat.damtype = dt
				game.logPlayer(self, "You attune your %s to deal %s%s#LAST# damage.", o:getName{do_color=1}, DamageType:get(dt).text_color, DamageType:get(dt).name)
			end
			attune(mh, wanted)
			attune(oh, wanted)
			attune(tk, wanted)
		end
	end
end)