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K'van
Tales of MajEyal
Commits
32b03c89
Commit
32b03c89
authored
11 years ago
by
DarkGod
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Fixed Bloodspring log message
parent
bd3bcea1
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2 changed files
game/modules/tome/data/damage_types.lua
+21
-0
21 additions, 0 deletions
game/modules/tome/data/damage_types.lua
game/modules/tome/data/talents/uber/const.lua
+1
-1
1 addition, 1 deletion
game/modules/tome/data/talents/uber/const.lua
with
22 additions
and
1 deletion
game/modules/tome/data/damage_types.lua
+
21
−
0
View file @
32b03c89
...
...
@@ -1158,6 +1158,27 @@ newDamageType{
end
,
}
-- Bloodspring damage + repulsion; checks for spell power against physical resistance
newDamageType
{
name
=
"bloodspring"
,
type
=
"BLOODSPRING"
,
projector
=
function
(
src
,
x
,
y
,
type
,
dam
)
local
srcx
,
srcy
=
dam
.
x
,
dam
.
y
local
base
=
dam
dam
=
dam
.
dam
DamageType
:
get
(
base
.
st
).
projector
(
src
,
x
,
y
,
base
.
st
,
dam
)
local
target
=
game
.
level
.
map
(
x
,
y
,
Map
.
ACTOR
)
if
target
then
if
target
:
checkHit
(
base
.
power
or
src
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
15
)
and
target
:
canBe
(
"knockback"
)
then
target
:
knockback
(
srcx
,
srcy
,
base
.
dist
or
1
)
target
:
crossTierEffect
(
target
.
EFF_OFFBALANCE
,
base
.
power
or
src
:
combatSpellpower
())
game
.
logSeen
(
target
,
"%s is knocked back!"
,
target
.
name
:
capitalize
())
else
game
.
logSeen
(
target
,
"%s resists the bloody wave!"
,
target
.
name
:
capitalize
())
end
end
end
,
}
-- Fireburn damage + repulsion; checks for spell power against physical resistance
newDamageType
{
name
=
"fire repulsion"
,
type
=
"FIREKNOCKBACK"
,
...
...
This diff is collapsed.
Click to expand it.
game/modules/tome/data/talents/uber/const.lua
+
1
−
1
View file @
32b03c89
...
...
@@ -44,7 +44,7 @@ uberTalent{
-- Add a lasting map effect
game
.
level
.
map
:
addEffect
(
self
,
self
.
x
,
self
.
y
,
4
,
DamageType
.
WAVE
,
{
dam
=
{
dam
=
100
+
self
:
getCon
()
*
3
,
healfactor
=
0
.
5
},
x
=
self
.
x
,
y
=
self
.
y
,
st
=
DamageType
.
DRAINLIFE
,
power
=
50
+
self
:
getCon
()
*
2
},
DamageType
.
BLOODSPRING
,
{
dam
=
{
dam
=
100
+
self
:
getCon
()
*
3
,
healfactor
=
0
.
5
},
x
=
self
.
x
,
y
=
self
.
y
,
st
=
DamageType
.
DRAINLIFE
,
power
=
50
+
self
:
getCon
()
*
2
},
1
,
5
,
nil
,
engine
.
Entity
.
new
{
alpha
=
100
,
display
=
''
,
color_br
=
200
,
color_bg
=
60
,
color_bb
=
20
},
...
...
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