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Commit 1e138bb7 authored by dg's avatar dg
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The four attack runes now take no turn to activate, but put a 1 turn cooldown...

The four attack runes now take no turn to activate, but put a 1 turn cooldown on all other attack runes


git-svn-id: http://svn.net-core.org/repos/t-engine4@3725 51575b47-30f0-44d4-a5cc-537603b46e54
parent a90593e7
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......@@ -478,10 +478,20 @@ newInscription{
end,
}
local function attack_rune(self, btid)
for tid, lev in pairs(self.talents) do
if tid ~= btid and self.talents_def[tid].is_attack_rune then
self.talents_cd[tid] = 1
end
end
end
newInscription{
name = "Rune: Heat Beam",
type = {"inscriptions/runes", 1},
points = 1,
is_attack_rune = true,
no_energy = true,
is_spell = true,
tactical = { ATTACK = 1 },
requires_target = true,
......@@ -502,6 +512,7 @@ newInscription{
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, tg.radius, "flamebeam", {tx=x-self.x, ty=y-self.y})
game:playSoundNear(self, "talents/fire")
attack_rune(self, t.id)
return true
end,
info = function(self, t)
......@@ -518,6 +529,8 @@ newInscription{
name = "Rune: Frozen Spear",
type = {"inscriptions/runes", 1},
points = 1,
is_attack_rune = true,
no_energy = true,
is_spell = true,
tactical = { ATTACK = 1, DISABLE=1 },
requires_target = true,
......@@ -535,6 +548,7 @@ newInscription{
if not x or not y then return nil end
self:projectile(tg, x, y, DamageType.ICE, data.power + data.inc_stat, {type="freeze"})
game:playSoundNear(self, "talents/ice")
attack_rune(self, t.id)
return true
end,
info = function(self, t)
......@@ -551,6 +565,8 @@ newInscription{
name = "Rune: Acid Wave",
type = {"inscriptions/runes", 1},
points = 1,
is_attack_rune = true,
no_energy = true,
is_spell = true,
tactical = { ATTACKAREA = 1 },
requires_target = true,
......@@ -566,9 +582,10 @@ newInscription{
action = function(self, t)
local data = self:getInscriptionData(t.short_name)
local tg = self:getTalentTarget(t)
self:projectile(tg, self.x, self.y, DamageType.ACID, data.power + data.inc_stat)
self:project(tg, self.x, self.y, DamageType.ACID, data.power + data.inc_stat)
game.level.map:particleEmitter(self.x, self.y, tg.radius, "ball_acid", {radius=tg.radius})
game:playSoundNear(self, "talents/slime")
attack_rune(self, t.id)
return true
end,
info = function(self, t)
......@@ -585,6 +602,8 @@ newInscription{
name = "Rune: Lightning",
type = {"inscriptions/runes", 1},
points = 1,
is_attack_rune = true,
no_energy = true,
is_spell = true,
tactical = { ATTACK = 1 },
requires_target = true,
......@@ -606,6 +625,7 @@ newInscription{
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(x-self.x), math.abs(y-self.y)), "lightning", {tx=x-self.x, ty=y-self.y})
game:playSoundNear(self, "talents/lightning")
attack_rune(self, t.id)
return true
end,
info = function(self, t)
......
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