Skip to content
Snippets Groups Projects
Commit 28b2a8c1 authored by DarkGod's avatar DarkGod
Browse files

Argoniel learnt how to use Irresistible Sun

parent c497c105
No related branches found
No related tags found
No related merge requests found
...@@ -1718,8 +1718,8 @@ function _M:setupMouse(reset) ...@@ -1718,8 +1718,8 @@ function _M:setupMouse(reset)
self.mouse:registerZone(Map.display_x, Map.display_y, Map.viewport.width, Map.viewport.height, function(button, mx, my, xrel, yrel, bx, by, event, extra) self.mouse:registerZone(Map.display_x, Map.display_y, Map.viewport.width, Map.viewport.height, function(button, mx, my, xrel, yrel, bx, by, event, extra)
if not self.uiset:isLocked() then return end if not self.uiset:isLocked() then return end
local tmx, tmy = game.level.map:getMouseTile(mx, my)
if core.shader.allow("adv") and outline then if core.shader.allow("adv") and outline then
local tmx, tmy = game.level.map:getMouseTile(mx, my)
local o = self.level.map(tmx, tmy, Map.OBJECT) local o = self.level.map(tmx, tmy, Map.OBJECT)
if cur_obj and cur_obj._mo then cur_obj._mo:shader(nil) end if cur_obj and cur_obj._mo then cur_obj._mo:shader(nil) end
if o and o._mo and not o.shader then if o and o._mo and not o.shader then
......
...@@ -125,7 +125,7 @@ uberTalent{ ...@@ -125,7 +125,7 @@ uberTalent{
cooldown = 25, cooldown = 25,
requires_target = true, requires_target = true,
range = 5, range = 5,
tactical = { ATTACK = 4, CLOSEIN = 2 }, tactical = { ATTACK = 50, CLOSEIN = 30 },
require = { special={desc="Have dealt over 50000 light or fire damage", fct=function(self) return require = { special={desc="Have dealt over 50000 light or fire damage", fct=function(self) return
self.damage_log and ( self.damage_log and (
(self.damage_log[DamageType.FIRE] and self.damage_log[DamageType.FIRE] >= 50000) or (self.damage_log[DamageType.FIRE] and self.damage_log[DamageType.FIRE] >= 50000) or
......
...@@ -2068,17 +2068,19 @@ newEffect{ ...@@ -2068,17 +2068,19 @@ newEffect{
if not target then return end if not target then return end
if not tgts[target] then if not tgts[target] then
tgts[target] = true tgts[target] = true
local ox, oy = target.x, target.y if not target:attr("ignore_irresistible_sun") then
target:pull(self.x, self.y, 1) local ox, oy = target.x, target.y
if target.x ~= ox or target.y ~= oy then target:pull(self.x, self.y, 1)
game.logSeen(target, "%s is pulled in!", target.name:capitalize()) if target.x ~= ox or target.y ~= oy then
end game.logSeen(target, "%s is pulled in!", target.name:capitalize())
end
if self:reactionToward(target) < 0 then
local dam = eff.dam * (1 + (5 - core.fov.distance(self.x, self.y, target.x, target.y)) / 8) if self:reactionToward(target) < 0 then
DamageType:get(DamageType.FIRE).projector(self, target.x, target.y, DamageType.FIRE, dam/3) local dam = eff.dam * (1 + (5 - core.fov.distance(self.x, self.y, target.x, target.y)) / 8)
DamageType:get(DamageType.LIGHT).projector(self, target.x, target.y, DamageType.LIGHT, dam/3) DamageType:get(DamageType.FIRE).projector(self, target.x, target.y, DamageType.FIRE, dam/3)
DamageType:get(DamageType.PHYSICAL).projector(self, target.x, target.y, DamageType.PHYSICAL, dam/3) DamageType:get(DamageType.LIGHT).projector(self, target.x, target.y, DamageType.LIGHT, dam/3)
DamageType:get(DamageType.PHYSICAL).projector(self, target.x, target.y, DamageType.PHYSICAL, dam/3)
end
end end
end end
end) end)
......
...@@ -73,6 +73,7 @@ newEntity{ ...@@ -73,6 +73,7 @@ newEntity{
stun_immune = 0.5, stun_immune = 0.5,
confusion_immune = 0.5, confusion_immune = 0.5,
blind_immune = 1, blind_immune = 1,
ignore_irresistible_sun = 1, -- Do not let Argoniel annoy Elandar
combat_armor = 20, combat_armor = 20,
combat_def = 20, combat_def = 20,
...@@ -196,6 +197,7 @@ newEntity{ ...@@ -196,6 +197,7 @@ newEntity{
[Talents.T_LUCKY_DAY]=1, [Talents.T_LUCKY_DAY]=1,
[Talents.T_EYE_OF_THE_TIGER]=1, [Talents.T_EYE_OF_THE_TIGER]=1,
[Talents.T_IRRESISTIBLE_SUN]=1,
}, },
resolvers.sustains_at_birth(), resolvers.sustains_at_birth(),
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment