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Commit ff2051bb authored by dg's avatar dg
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All Moss talents can not crit their durations anymore (still can crit their damage)

Nourishing Moss healing factor reduced a little


git-svn-id: http://svn.net-core.org/repos/t-engine4@6568 51575b47-30f0-44d4-a5cc-537603b46e54
parent bac97c09
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......@@ -48,7 +48,7 @@ newTalent{
action = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
self.x, self.y, self:mindCrit(t.getDuration(self, t)),
self.x, self.y, t.getDuration(self, t),
DamageType.GRASPING_MOSS, {dam=self:mindCrit(t.getDamage(self, t)), pin=t.getPin(self, t), slow=t.getSlow(self, t)},
self:getTalentRadius(t),
5, nil,
......@@ -86,7 +86,7 @@ newTalent{
tactical = { ATTACKAREA = {NATURE=1}, DISABLE = {pin = 1} },
getDamage = function(self, t) return self:combatTalentMindDamage(t, 6, 40) end,
getDuration = function(self, t) return 3 + math.ceil(self:getTalentLevel(t)) end,
getHeal = function(self, t) return 50 + math.ceil(self:getTalentLevel(t) * 15) end,
getHeal = function(self, t) return 50 + math.ceil(self:getTalentLevel(t) * 12) end,
range = 0,
radius = function(self, t)
return 2 + math.floor(self:getTalentLevelRaw(t)/2)
......@@ -97,7 +97,7 @@ newTalent{
action = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
self.x, self.y, self:mindCrit(t.getDuration(self, t)),
self.x, self.y, t.getDuration(self, t),
DamageType.NOURISHING_MOSS, {dam=self:mindCrit(t.getDamage(self, t)), factor=t.getHeal(self, t)/100},
self:getTalentRadius(t),
5, nil,
......@@ -145,7 +145,7 @@ newTalent{
action = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
self.x, self.y, self:mindCrit(t.getDuration(self, t)),
self.x, self.y, t.getDuration(self, t),
DamageType.SLIPPERY_MOSS, {dam=self:mindCrit(t.getDamage(self, t)), fail=t.getFail(self, t)},
self:getTalentRadius(t),
5, nil,
......@@ -194,7 +194,7 @@ newTalent{
action = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
self.x, self.y, self:mindCrit(t.getDuration(self, t)),
self.x, self.y, t.getDuration(self, t),
DamageType.HALLUCINOGENIC_MOSS, {dam=self:mindCrit(t.getDamage(self, t)), chance=t.getChance(self, t), power=t.getPower(self, t)},
self:getTalentRadius(t),
5, nil,
......
......@@ -119,14 +119,14 @@ newTalent{
tactical = { CLOSEIN = 2 },
requires_target = true,
range = function(self, t)
return 5 + self:getTalentLevel(t)
return math.floor(4 + self:getTalentLevel(t) / 2)
end,
radius = function(self, t)
return util.bound(4 - self:getTalentLevel(t) / 2, 1, 4)
end,
getNbTalents = function(self, t)
if self:getTalentLevel(t) < 3 then return 1
elseif self:getTalentLevel(t) < 5 then return 2
if self:getTalentLevel(t) < 4 then return 1
elseif self:getTalentLevel(t) < 7 then return 2
else return 3
end
end,
......
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