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Commit a442ad10 authored by dg's avatar dg
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Summoner's Detonate doesnt hit friends

git-svn-id: http://svn.net-core.org/repos/t-engine4@5979 51575b47-30f0-44d4-a5cc-537603b46e54
parent 4706ae4e
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......@@ -228,7 +228,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, DamageType.FIREBURN, self:mindCrit(self:combatTalentMindDamage(t, 30, 300)), {type="flame"})
end,
on_arrival = function(self, t, m)
......@@ -326,7 +326,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, rng.table{DamageType.LIGHTNING,DamageType.ACID,DamageType.POISON}, self:mindCrit(self:combatTalentMindDamage(t, 30, 250)), {type="flame"})
end,
on_arrival = function(self, t, m)
......@@ -431,7 +431,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, DamageType.ICE, self:mindCrit(self:combatTalentMindDamage(t, 30, 300)), {type="freeze"})
end,
on_arrival = function(self, t, m)
......@@ -537,7 +537,7 @@ newTalent{
self:getTalentRadius(t),
5, nil,
{type="inferno"},
nil, true
nil, false, false
)
end,
on_arrival = function(self, t, m)
......
......@@ -35,7 +35,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, DamageType.PHYSICAL, self:mindCrit(self:combatTalentMindDamage(t, 30, 250)), {type="flame"})
end,
on_arrival = function(self, t, m)
......@@ -128,7 +128,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, DamageType.SLIME, self:mindCrit(self:combatTalentMindDamage(t, 30, 200)), {type="flame"})
end,
on_arrival = function(self, t, m)
......@@ -230,7 +230,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, DamageType.BLEED, self:mindCrit(self:combatTalentMindDamage(t, 30, 350)), {type="flame"})
end,
on_arrival = function(self, t, m)
......@@ -329,7 +329,7 @@ newTalent{
return not checkMaxSummon(self, silent)
end,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, DamageType.PHYSKNOCKBACK, {dam=self:mindCrit(self:combatTalentMindDamage(t, 30, 150)), dist=4}, {type="flame"})
end,
on_arrival = function(self, t, m)
......
......@@ -210,7 +210,7 @@ newTalent{
end,
requires_target = true,
on_detonate = function(self, t, m)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
local tg = {type="ball", range=self:getTalentRange(t), friendlyfire=false, radius=self:getTalentRadius(t), talent=t, x=m.x, y=m.y}
self:project(tg, m.x, m.y, function(px, py)
local target = game.level.map(px, py, Map.ACTOR)
if not target or self:reactionToward(target) >= 0 then return end
......
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