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Commit 413af43a authored by Chris Davidson's avatar Chris Davidson
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Move Corrupted Negation damage to after the dispel

This prevents annoying interactions like Virulent Disease getting applied by the damage then immediately dispelled.
parent 26154125
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......@@ -72,7 +72,6 @@ newTalent{
local target = game.level.map(px, py, Map.ACTOR)
if not target then return end
DamageType:get(DamageType.BLIGHT).projector(self, px, py, DamageType.BLIGHT, dam)
local effs = {}
......@@ -104,6 +103,9 @@ newTalent{
end
end
end
DamageType:get(DamageType.BLIGHT).projector(self, px, py, DamageType.BLIGHT, dam)
end)
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(x, y, tg.radius, "circle", {zdepth=6, oversize=1, a=130, appear=8, limit_life=8, speed=5, img="green_demon_fire_circle", radius=tg.radius})
......@@ -111,9 +113,9 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes up to %d magical or physical effects or any type of sustain from any creatures caught in the radius 3 ball.
return ([[Project a corrupted blast of power that removes up to %d magical or physical effects or any type of sustain and deals %0.2f blight damage to any creatures caught in the radius 3 ball.
For each effect, the creature has a chance to resist based on its spell save.
The damage will increase with your Spellpower.]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 120)), t.getRemoveCount(self, t))
The damage will increase with your Spellpower.]]):format(t.getRemoveCount(self, t), damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 120)))
end,
}
......
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