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Commit 428f0a2e authored by dg's avatar dg
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Illuminate blind durations fixed to 3/4, at level 4 it starts dealing damage

Phantasmal Shield cost severely reduced


git-svn-id: http://svn.net-core.org/repos/t-engine4@5078 51575b47-30f0-44d4-a5cc-537603b46e54
parent 01f8cb3c
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......@@ -28,12 +28,20 @@ newTalent{
range = 0,
radius = function(self, t) return 5 + self:getTalentLevel(t) end,
tactical = { DISABLE = function(self, t)
if self:getTalentLevel(t) >= 3 then
return 2
end
return 0
end},
getBlindPower = function(self, t) return 3 + self:getTalentLevel(t) end,
if self:getTalentLevel(t) >= 3 then
return 2
end
return 0
end,
ATTACKAREA = function(self, t)
if self:getTalentLevel(t) >= 4 then
return { LIGHT = 2 }
end
return 0
end,
},
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 28, 280) end,
getBlindPower = function(self, t) return if self:getTalentLevel(t) >= 5 then return 4 else 3 end end,
action = function(self, t)
local tg = {type="ball", range=self:getTalentRange(t), selffire=true, radius=self:getTalentRadius(t), talent=t}
self:project(tg, self.x, self.y, DamageType.LITE, 1)
......@@ -41,14 +49,21 @@ newTalent{
tg.selffire= false
self:project(tg, self.x, self.y, DamageType.BLIND, t.getBlindPower(self, t))
end
if self:getTalentLevel(t) >= 4 then
tg.selffire= false
self:project(tg, self.x, self.y, DamageType.LIGHT, t.getDamage(self, t))
end
game:playSoundNear(self, "talents/heal")
return true
end,
info = function(self, t)
local radius = self:getTalentRadius(t)
local turn = self:getBlindPower(t)
local dam = self:getDamage(t)
return ([[Creates a globe of pure light with a radius of %d that illuminates the area.
At level 3 it also blinds all who see it (except the caster).]]):
format(radius)
At level 3 it also blinds all who see it (except the caster) for %d turns.
At level 4 it also deals %0.2f light damage.]]):
format(radius, turn, dam)
end,
}
......@@ -61,7 +76,7 @@ newTalent{
sustain_mana = 30,
cooldown = 10,
tactical = { BUFF = 2 },
getDefense = function(self, t) return self:combatTalentSpellDamage(t, 4, 30) end,
getDefense = function(self, t) return self:combatTalentSpellDamage(t, 6, 45) end,
activate = function(self, t)
game:playSoundNear(self, "talents/heal")
return {
......@@ -88,7 +103,7 @@ newTalent{
mode = "sustained",
require = spells_req3,
points = 5,
sustain_mana = 60,
sustain_mana = 12,
cooldown = 10,
tactical = { BUFF = 2 },
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end,
......
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