From 265df1487823d07540eba1333c42509ae0a2e836 Mon Sep 17 00:00:00 2001 From: DarkGod <darkgod@net-core.org> Date: Wed, 4 Nov 2020 16:16:11 +0100 Subject: [PATCH] Display Crepuscule range --- game/modules/tome/data/talents/spells/age-of-dusk.lua | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) 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 ee31468921..2357c8ace2 100644 --- a/game/modules/tome/data/talents/spells/age-of-dusk.lua +++ b/game/modules/tome/data/talents/spells/age-of-dusk.lua @@ -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:getTalentRadius(t)}, self.x, self.y, Map.ACTOR, "hostile")) + local targets = table.listify(self:projectCollect({type="ball", radius=self:getTalentRange(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:getTalentRadius(t), friendlyfire=false}, target.x, target.y, Map.ACTOR, function(target) + self:projectApply({type="beam", range=self:getTalentRange(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:getTalentRadius(t), "shadow_beam", {tx=target.x-self.x, ty=target.y-self.y}) + game.level.map:particleEmitter(self.x, self.y, self:getTalentRange(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), {}) -- GitLab