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Commit 1b65a3b8 authored by dg's avatar dg
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Life regeneration effects now disable other regen talents while active, to prevent wasting them

git-svn-id: http://svn.net-core.org/repos/t-engine4@3335 51575b47-30f0-44d4-a5cc-537603b46e54
parent 614abcb3
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......@@ -58,6 +58,7 @@ newInscription{
type = {"inscriptions/infusions", 1},
points = 1,
tactical = { HEAL = 2 },
on_pre_use = function(self, t) return not self:hasEffect(self.EFF_REGENERATION) end,
action = function(self, t)
local data = self:getInscriptionData(t.short_name)
self:setEffect(self.EFF_REGENERATION, data.dur, {power=(data.heal + data.inc_stat) / data.dur})
......
......@@ -45,6 +45,7 @@ newTalent{
no_energy = true,
cooldown = function(self, t) return 50 - self:getTalentLevel(t) * 5 end,
tactical = { HEAL = 2 },
on_pre_use = function(self, t) return not self:hasEffect(self.EFF_REGENERATION) end,
action = function(self, t)
self:setEffect(self.EFF_REGENERATION, 10, {power=5 + self:getWil() * 0.5})
return true
......
......@@ -28,6 +28,7 @@ newTalent{
cooldown = 10,
tactical = { HEAL = 2 },
getRegeneration = function(self, t) return self:combatTalentSpellDamage(t, 5, 25) end,
on_pre_use = function(self, t) return not self:hasEffect(self.EFF_REGENERATION) end,
action = function(self, t)
self:setEffect(self.EFF_REGENERATION, 10, {power=t.getRegeneration(self, t)})
game:playSoundNear(self, "talents/heal")
......
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