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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 TD = Talents.talents_def

	if TD.T_ATTUNE_MINDSTAR then
		TD.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
				
				game.logPlayer(self, "Found a %s in %s", o:getName{do_color=1}, slot)
				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_damage_type = engine.DamageType.MIND
			if primary.combat.damtype == engine.DamageType.MIND then
				wanted_damage_type = engine.DamageType.NATURE
			end

			-- update damage types
			if mh then mh.combat.damtype = wanted_damage_type end
			if oh then oh.combat.damtype = wanted_damage_type end
			if tk then tk.combat.damtype = wanted_damage_type end

			game.logPlayer(self, "You attune your mindstar(s) to deal %s%s#LAST# damage.", engine.DamageType.dam_def[wanted_damage_type].text_color, engine.DamageType.dam_def[wanted_damage_type].name)
		end
	end
end)