Commit b1cea1702410eb5fb29918d2578ed2aeb75a1f22

Authored by DarkGod
2 parents 66e41fd9 847bd77d

Merge branch 'master' of git.net-core.org:tome/t-engine4

... ... @@ -627,7 +627,7 @@ end
627 627 function _M:createProfile(loginItem)
628 628 if not loginItem.create then
629 629 self.auth_tried = nil
630   - local d = Dialog:simpleWaiter(_t"Login in...", _t"Please wait...") core.display.forceRedraw()
  630 + local d = Dialog:simpleWaiter(_t"Logging in...", _t"Please wait...") core.display.forceRedraw()
631 631 profile:performlogin(loginItem.login, loginItem.pass)
632 632 profile:waitFirstAuth()
633 633 d:done()
... ...
... ... @@ -274,7 +274,7 @@ function _M:login()
274 274 end
275 275
276 276 function _M:loginSteam()
277   - local d = self:simpleWaiter(_t"Login...", _t"Login in your account, please wait...") core.display.forceRedraw()
  277 + local d = self:simpleWaiter(_t"Login...", _t"Logging in your account, please wait...") core.display.forceRedraw()
278 278 d:timeout(10, function() Dialog:simplePopup("Steam", _t"Steam client not found.") end)
279 279 core.steam.sessionTicket(function(ticket)
280 280 if not ticket then
... ...
... ... @@ -41,7 +41,7 @@ newTalent{
41 41 return true
42 42 end,
43 43 info = function(self, t)
44   - return ([[Increases your spell critical damage multiplier by %d%%.
  44 + return ([[Increases your critical damage multiplier by %d%%.
45 45 The multiplier will increase with your Spellpower.]]):
46 46 tformat(self:combatTalentSpellDamage(t, 20, 50))
47 47 end,
... ...
... ... @@ -512,7 +512,7 @@ newTalent{
512 512 target = SummonTarget,
513 513 onAIGetTarget = onAIGetTargetSummon,
514 514 aiSummonGrid = aiSummonGridRanged,
515   - tactical = { ATTACK = { ACID = 1, LIGHTING = 1, NATURE = 1 } },
  515 + tactical = { ATTACK = { ACID = 1, LIGHTNING = 1, NATURE = 1 } },
516 516 on_pre_use = function(self, t, silent)
517 517 if not self:canBe("summon") and not silent then game.logPlayer(self, "You cannot summon; you are suppressed!") return end
518 518 return not checkMaxSummon(self, silent)
... ...
... ... @@ -945,7 +945,7 @@ newTalent{
945 945 end,
946 946 callbackOnTakeDamage = function(self, t, src, x, y, type, dam, state)
947 947 if self:isTalentCoolingDown(t) then return end
948   - if (self.life / self.max_life) >= 0.3 then return end
  948 + if ((self.life-dam) / self.max_life) > 0.3 then return end
949 949
950 950 game.logSeen(self, "#RED#%s reacts immediately after taking severe wounds!#LAST#", self:getName():capitalize())
951 951 self.energy.value = self.energy.value + game.energy_to_act * 1.5
... ... @@ -954,7 +954,7 @@ newTalent{
954 954 info = function(self, t)
955 955 return ([[Yeeks live fast, think fast, and sacrifice fast for the Way.
956 956 Your global speed is increased by %0.1f%%.
957   - If your life drops below 30%% you gain 1.5 turns. This effect can only happen once every %d turns.]]):tformat(100*t.speedup(self, t), self:getTalentCooldown(t))
  957 + If your life is below 30%% after taking damage you gain 1.5 turns. This effect can only happen once every %d turns.]]):tformat(100*t.speedup(self, t), self:getTalentCooldown(t))
958 958 end,
959 959 }
960 960
... ...
... ... @@ -138,8 +138,8 @@ newTalent{
138 138 info = function(self, t)
139 139 local damage = t.getDamage(self, t)
140 140 local targets = t.getTargetCount(self, t)
141   - return ([[Invokes a forking beam of lightning doing %0.2f to %0.2f damage (%0.2f average) and forking to another target.
142   - It can hit up to %d targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
  141 + return ([[Invokes an arc of lightning doing %0.2f to %0.2f damage (%0.2f average) and chaining to another target.
  142 + The arc can jump to %d targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target.
143 143 The damage will increase with your Spellpower.]]):
144 144 tformat(damDesc(self, DamageType.LIGHTNING, damage / 3),
145 145 damDesc(self, DamageType.LIGHTNING, damage),
... ...
... ... @@ -89,9 +89,8 @@ newTalent{
89 89 local inc = t.getDurInc(self, t)
90 90 return ([[Improves your ability to perform counterstrikes after blocks in the following ways:
91 91 Allows counterstrikes after incomplete blocks.
92   - Increases the duration of the counterstrike debuff on attackers by %d %s.
93 92 Increases the number of counterstrikes you can perform on a target while they're vulnerable by %d.
94   - Increases the crit chance of counterstrikes by %d%%. This increase scales with your Dexterity.]]):tformat(inc, (inc > 1 and _t"turns" or _t"turn"), inc, t.getCritInc(self, t))
  93 + Increases the crit chance of counterstrikes by %d%%. This increase scales with your Dexterity.]]):tformat(inc, t.getCritInc(self, t))
95 94 end,
96 95 }
97 96
... ...
... ... @@ -410,7 +410,7 @@ newEffect{
410 410 subtype = { ward=true, },
411 411 status = "beneficial",
412 412 parameters = { wards = {} },
413   - on_gain = function(self, err) return _t"#Target# summons a prismatic shield to protect him!", _t"+Prismatic" end,
  413 + on_gain = function(self, err) return _t"#Target# summons a prismatic shield for protection!", _t"+Prismatic" end,
414 414 on_lose = function(self, err) return _t"#Target#'s prismatic shield fades.", _t"-Prismatic" end,
415 415 activate = function(self, eff)
416 416 end,
... ... @@ -440,7 +440,7 @@ newEffect{
440 440 subtype = { arcane=true, },
441 441 status = "beneficial",
442 442 parameters = {},
443   - on_gain = function(self, err) return _t"#Target# is being purged of his physical ailments!", _t"+Purging" end,
  443 + on_gain = function(self, err) return _t"#Target# is being purged of physical ailments!", _t"+Purging" end,
444 444 on_lose = function(self, err) return _t"#Target#'s is no longer being purged.", _t"-Purging" end,
445 445 activate = function(self, eff)
446 446 end,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"Abashed Expanse",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 width = 50, height = 50,
28 28 all_remembered = true,
29 29 all_lited = true,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"Blighted Ruins",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + (zone.max_level - level.level) + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 level_adjust_level = function(zone, level) return zone.base_level + (zone.max_level - level.level) end,
28 28 width = 50, height = 50,
29 29 tier1 = true,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"The Deep Bellow",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 width = 50, height = 50,
28 28 -- tier1 = true,
29 29 -- all_remembered = true,
... ...
... ... @@ -22,11 +22,11 @@ local is_invaded = layout == "INVASION"
22 22
23 23 return {
24 24 name = _t"Murgol Lair",
25   - level_range = {1, 5},
  25 + level_range = {1, 7},
26 26 level_scheme = "player",
27 27 max_level = 3,
28 28 decay = {300, 800},
29   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  29 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
30 30 width = 50, height = 50,
31 31 tier1 = true,
32 32 -- all_remembered = true,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"Escape from Reknor",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 width = 50, height = 50,
28 28 tier1 = true,
29 29 -- all_remembered = true,
... ...
... ... @@ -97,7 +97,7 @@ return {
97 97 level_scheme = "player",
98 98 max_level = 3,
99 99 decay = {300, 800},
100   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  100 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
101 101 width = 50, height = 50,
102 102 tier1 = true,
103 103 -- all_remembered = true,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"Ritches Tunnels",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 width = 50, height = 50,
28 28 -- all_remembered = true,
29 29 -- all_lited = true,
... ...
... ... @@ -109,7 +109,7 @@ return {
109 109 level_scheme = "player",
110 110 max_level = 3,
111 111 decay = {300, 800},
112   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  112 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
113 113 width = 50, height = 50,
114 114 -- all_remembered = true,
115 115 tier1 = true,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"Slazish Fens",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 width = 50, height = 50,
28 28 -- all_remembered = true,
29 29 all_lited = true,
... ...
... ... @@ -157,7 +157,7 @@ return {
157 157 level_scheme = "player",
158 158 max_level = 3,
159 159 decay = {300, 800},
160   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  160 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
161 161 width = 65, height = 40,
162 162 -- all_remembered = true,
163 163 all_lited = true,
... ...
... ... @@ -19,11 +19,11 @@
19 19
20 20 return {
21 21 name = _t"Unhallowed Morass",
22   - level_range = {1, 5},
  22 + level_range = {1, 7},
23 23 level_scheme = "player",
24 24 max_level = 3,
25 25 decay = {300, 800},
26   - actor_adjust_level = function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end,
  26 + actor_adjust_level = function(zone, level, e) return zone.base_level + level.level-1 + e:getRankLevelAdjust() + 1 end,
27 27 width = 50, height = 50,
28 28 -- all_remembered = true,
29 29 all_lited = true,
... ...
... ... @@ -1398,7 +1398,7 @@ function resolvers.staff_element(name)
1398 1398 return {__resolver="staff_element", name}
1399 1399 end
1400 1400 function resolvers.calc.staff_element(t, e)
1401   - local command_flavor, command_lement = nil, nil
  1401 + local command_flavor, command_element = nil, nil
1402 1402 if not e.flavor_name then
1403 1403 if not e.flavors then -- standard
1404 1404 local staff_type = rng.table{2, 2, 2, 2, 3, 3, 3, 4, 4, 4}
... ...