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Lisa Greene
Tales of MajEyal
Commits
265df148
Commit
265df148
authored
4 years ago
by
DarkGod
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parent
23476e61
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game/modules/tome/data/talents/spells/age-of-dusk.lua
+4
-5
4 additions, 5 deletions
game/modules/tome/data/talents/spells/age-of-dusk.lua
with
4 additions
and
5 deletions
game/modules/tome/data/talents/spells/age-of-dusk.lua
+
4
−
5
View file @
265df148
...
...
@@ -62,22 +62,21 @@ newTalent{
soul
=
2
,
cooldown
=
20
,
tactical
=
{
ATTACK
=
{
COLD
=
2
,
DARKNESS
=
2
},
DISABLE
=
{
blind
=
2
}
},
range
=
0
,
radius
=
7
,
range
=
7
,
requires_target
=
true
,
getDur
=
function
(
self
,
t
)
return
math.floor
(
self
:
combatTalentScale
(
t
,
3
,
8
))
end
,
getDamage
=
function
(
self
,
t
)
return
self
:
combatTalentSpellDamage
(
t
,
20
,
170
)
end
,
trigger
=
function
(
self
,
t
,
target
)
-- Find targets
if
not
target
then
local
targets
=
table
.
listify
(
self
:
projectCollect
({
type
=
"ball"
,
radius
=
self
:
getTalentRa
dius
(
t
)},
self
.
x
,
self
.
y
,
Map
.
ACTOR
,
"hostile"
))
local
targets
=
table
.
listify
(
self
:
projectCollect
({
type
=
"ball"
,
radius
=
self
:
getTalentRa
nge
(
t
)},
self
.
x
,
self
.
y
,
Map
.
ACTOR
,
"hostile"
))
if
#
targets
==
0
then
return
end
table.sort
(
targets
,
function
(
a
,
b
)
return
a
[
2
].
dist
<
b
[
2
].
dist
end
)
target
=
targets
[
#
targets
][
1
]
end
local
dam
=
self
:
spellCrit
(
t
:
_getDamage
(
self
))
self
:
projectApply
({
type
=
"beam"
,
range
=
self
:
getTalentRa
dius
(
t
),
friendlyfire
=
false
},
target
.
x
,
target
.
y
,
Map
.
ACTOR
,
function
(
target
)
self
:
projectApply
({
type
=
"beam"
,
range
=
self
:
getTalentRa
nge
(
t
),
friendlyfire
=
false
},
target
.
x
,
target
.
y
,
Map
.
ACTOR
,
function
(
target
)
if
DamageType
:
get
(
DamageType
.
DARKNESS
).
projector
(
self
,
target
.
x
,
target
.
y
,
DamageType
.
DARKNESS
,
dam
)
>
0
then
if
rng
.
percent
(
25
)
then
if
target
:
canBe
(
"blind"
)
then
target
:
setEffect
(
target
.
EFF_BLINDED
,
4
,
{
apply_power
=
self
:
combatSpellpower
()})
...
...
@@ -85,7 +84,7 @@ newTalent{
end
end
end
)
game
.
level
.
map
:
particleEmitter
(
self
.
x
,
self
.
y
,
self
:
getTalentRa
dius
(
t
),
"shadow_beam"
,
{
tx
=
target
.
x
-
self
.
x
,
ty
=
target
.
y
-
self
.
y
})
game
.
level
.
map
:
particleEmitter
(
self
.
x
,
self
.
y
,
self
:
getTalentRa
nge
(
t
),
"shadow_beam"
,
{
tx
=
target
.
x
-
self
.
x
,
ty
=
target
.
y
-
self
.
y
})
end
,
action
=
function
(
self
,
t
)
self
:
setEffect
(
self
.
EFF_CREPUSCULE
,
t
:
_getDur
(
self
),
{})
...
...
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