From 5d4380158bb36dba346548e1252b0dc954d35a80 Mon Sep 17 00:00:00 2001 From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54> Date: Sun, 9 Dec 2012 22:00:52 +0000 Subject: [PATCH] Rod of Recall gets a notification when picked up Buffed Frozen Ground and Shatter git-svn-id: http://svn.net-core.org/repos/t-engine4@6024 51575b47-30f0-44d4-a5cc-537603b46e54 --- .../modules/tome/data/general/objects/quest-artifacts.lua | 6 ++++++ game/modules/tome/data/talents/spells/ice.lua | 8 ++++---- 2 files changed, 10 insertions(+), 4 deletions(-) diff --git a/game/modules/tome/data/general/objects/quest-artifacts.lua b/game/modules/tome/data/general/objects/quest-artifacts.lua index 85411a0475..401e239fec 100644 --- a/game/modules/tome/data/general/objects/quest-artifacts.lua +++ b/game/modules/tome/data/general/objects/quest-artifacts.lua @@ -352,6 +352,12 @@ You have heard of such items before. They are very useful to adventurers, allowi return true end end, + + on_pickup = function(self, who) + if who == game.player then + require("engine.ui.Dialog"):simplePopup("Rod of Recall", "You found a Rod of Recall, you can use it to quickly get out of your current zone and return to the worldmap.") + end + end, } newEntity{ base = "BASE_ROD", diff --git a/game/modules/tome/data/talents/spells/ice.lua b/game/modules/tome/data/talents/spells/ice.lua index 28e750c58f..441c89df55 100644 --- a/game/modules/tome/data/talents/spells/ice.lua +++ b/game/modules/tome/data/talents/spells/ice.lua @@ -71,7 +71,7 @@ newTalent{ target = function(self, t) return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t} end, - getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 180) end, + getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 280) end, action = function(self, t) local tg = self:getTalentTarget(t) local grids = self:project(tg, self.x, self.y, DamageType.COLDNEVERMOVE, {dur=4, dam=self:spellCrit(t.getDamage(self, t))}) @@ -98,7 +98,7 @@ newTalent{ tactical = { ATTACKAREA = { COLD = function(self, t, target) if target:attr("frozen") then return 2 end return 0 end } }, range = 10, requires_target = true, - getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 180) end, + getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 320) end, getTargetCount = function(self, t) return math.ceil(self:getTalentLevel(t) + 2) end, action = function(self, t) local max = t.getTargetCount(self, t) @@ -117,7 +117,7 @@ newTalent{ if not act.dead then local add_crit = 0 if act.rank == 2 then add_crit = 50 - elseif act.rank == 3 then add_crit = 10 end + elseif act.rank >= 3 then add_crit = 25 end local tg = {type="hit", friendlyfire=false, talent=t} local grids = self:project(tg, act.x, act.y, DamageType.COLD, self:spellCrit(t.getDamage(self, t), add_crit)) game.level.map:particleEmitter(act.x, act.y, tg.radius, "ball_ice", {radius=1}) @@ -137,7 +137,7 @@ newTalent{ Depending on the target's rank, there will also be an additional effect: * Critters will be instantly killed * +50%% critical chance against Normal rank - * +10%% critical chance against Elites + * +25%% critical chance against Elites or Bosses At most it will affect %d foes. The damage will increase with your Spellpower.]]): format(damDesc(self, DamageType.COLD, damage), targetcount) -- GitLab