From 20d8dda91668bee1224718b5d2962720ac12f089 Mon Sep 17 00:00:00 2001 From: DarkGod <darkgod@net-core.org> Date: Mon, 3 Aug 2020 18:26:29 +0200 Subject: [PATCH] moar tyyypoosss --- game/modules/tome/data/talents/cunning/traps.lua | 2 +- game/modules/tome/data/talents/spells/age-of-dusk.lua | 2 +- .../modules/tome/data/talents/spells/glacial-waste.lua | 6 +++--- .../tome/data/talents/spells/master-of-bones.lua | 10 +++++----- 4 files changed, 10 insertions(+), 10 deletions(-) diff --git a/game/modules/tome/data/talents/cunning/traps.lua b/game/modules/tome/data/talents/cunning/traps.lua index 452d772a89..e723838ebc 100644 --- a/game/modules/tome/data/talents/cunning/traps.lua +++ b/game/modules/tome/data/talents/cunning/traps.lua @@ -1760,7 +1760,7 @@ newTalent{ tformat(t.getDuration(self,t), damDesc(self, engine.DamageType.TEMPORAL, t.getDamage(self, t))) end, info = function(self, t) - return ([[Lay a trap that creates a radius 5 gravitic anomaly when triggered by foes approaching within range 1. Each turn, the anomaly deals %0.2f temporal damage (based on your Magic) to foes whle pulling them towards its center (chance increases with your combat accuracy or spell power, whichever is higher). + return ([[Lay a trap that creates a radius 5 gravitic anomaly when triggered by foes approaching within range 1. Each turn, the anomaly deals %0.2f temporal damage (based on your Magic) to foes while pulling them towards its center (chance increases with your combat accuracy or spell power, whichever is higher). Each anomaly lasts %d turns (up to the amount of time since the last anomaly dissipated, based on your Trap Mastery skill). The trap may trigger more than once, but requires at least 2 turns to recharge between activations. This design does not require advanced preparation to use.]]): diff --git a/game/modules/tome/data/talents/spells/age-of-dusk.lua b/game/modules/tome/data/talents/spells/age-of-dusk.lua index 9bbff86c8b..cfa6d7a337 100644 --- a/game/modules/tome/data/talents/spells/age-of-dusk.lua +++ b/game/modules/tome/data/talents/spells/age-of-dusk.lua @@ -155,7 +155,7 @@ newTalent{ info = function(self, t) return ([[You recall the age long gone where necromancers had free reign over the world. Increases all saves by %d, confusion and teleport resistances by %d%%. - At level 5 any time you cross the 1 life thresshold you become invulnerable for 2 turns.]]) + At level 5 any time you cross the 1 life threshold you become invulnerable for 2 turns.]]) :tformat(t:_getSaves(self), t:_getImmune(self)) end, } diff --git a/game/modules/tome/data/talents/spells/glacial-waste.lua b/game/modules/tome/data/talents/spells/glacial-waste.lua index 5f0fd6b99e..d2c1f6a2a2 100644 --- a/game/modules/tome/data/talents/spells/glacial-waste.lua +++ b/game/modules/tome/data/talents/spells/glacial-waste.lua @@ -200,11 +200,11 @@ newTalent{ p.shield = p.shield + math.ceil(p.original_shield * t:_getRegen(self) / 100) end, info = function(self, t) - return ([[Everytime your shield loses %d%% of its original value a radius %d circle of desolate waste spawns under you that deals %0.2f cold damage per turn to all foes for 6 turns. + return ([[Every time your shield loses %d%% of its original value a circle of desolate waste will spawn under you, lasting 6 turns, and dealing %0.2f cold damage per turn to foes within radius %d. If a creature is hit by your hiemal shield's retribution bolt while on the waste, the shield feeds of the wasteland to regenerate %0.1f%% of its original value. No more than %d desolate wastes can trigger per shield activation. The damage will increase with your Spellpower.]]): - tformat(t:_getThreshold(self), self:getTalentRadius(t), damDesc(self, DamageType.COLD, t:_getDamage(self)), t:_getRegen(self), 100 / t:_getThreshold(self)) + tformat(t:_getThreshold(self), damDesc(self, DamageType.COLD, t:_getDamage(self)), self:getTalentRadius(t), t:_getRegen(self), 100 / t:_getThreshold(self)) end, } @@ -222,7 +222,7 @@ newTalent{ end, info = function(self, t) return ([[Your desolate wastes are now rapidly crumbling. - Any foe moving through them is likely to get cut, bleeding ice that deals %0.2f cold damage over 4 turns (stacking) and reducing its movement speed by %d%%. + Any foe moving through them is likely to get cut, taking %0.2f cold damage and bleeding over 4 turns (stacking) while reducing its movement speed by 15%%. The damage will increase with your Spellpower.]]): tformat(t:_getDamage(self), t:_getSpeed(self)) end, diff --git a/game/modules/tome/data/talents/spells/master-of-bones.lua b/game/modules/tome/data/talents/spells/master-of-bones.lua index 24ecd12908..8e70d5c7e9 100644 --- a/game/modules/tome/data/talents/spells/master-of-bones.lua +++ b/game/modules/tome/data/talents/spells/master-of-bones.lua @@ -239,10 +239,10 @@ newTalent{ return true end, info = function(self, t) - return ([[Call upon the battlefields of old to collect bones and fuse them with souls, combining them to create skeletal minions to do your bidding. - Up to %d skeleton warriors of level %d are summoned. Up to %d skeletons can be controlled at once. + return ([[Call upon the battlefields of old, collecting bones, fusing them with souls, and forging them into skeletal minions. + Up to %d skeleton warriors of level %d are summonedn, and up to %d skeletons can be controlled at once. At level 3 the summons become armoured skeletons warriors. - At level 5 every 3 summoned warriors a free skeleton mage or skeleton archer is also created (without costing a soul). You can only sustain one mage and one archer at most in your army, in which case the free minion will be an armoured skeleton warrior. + At level 5, for every 3 skeleton warriors, a skeleton mage or archer will also be created without costing any souls. #GREY##{italic}#Skeleton minions come in fewer numbers than ghoul minions but are generally more durable.#{normal}# ]]):tformat(t:_getNb(self), math.max(1, self.level + t:_getLevel(self)), t:_getMax(self, true)) @@ -517,10 +517,10 @@ newTalent{ end, info = function(self, t) return ([[Every army of undead minions needs its spearhead. To that end you combine 3 skeleton minions into a bone giant of level %d. - The minions used are automatically selected by taking the weaker and older ones first and a Lord of Skull is never used. + The minions used are selected from the weakest first, and a Lord of Skulls will never be used. At level 3 an eternal bone giant is created instead. At level 6 a heavy bone giant is created instead. - Only one bone giant may be active at any time, casting this spell while one exists will destroy it and replace it with a new one. + Only one bone giant may be active, and casting this spell while one already exists will destroy it and create a new one. ]]): tformat(math.max(1, self.level + t:_getLevel(self))) end, -- GitLab