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Commit 0d3832de authored by dg's avatar dg
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Fix psi/equilibrium on crit

Mindslayer talents now use mindcrit


git-svn-id: http://svn.net-core.org/repos/t-engine4@5218 51575b47-30f0-44d4-a5cc-537603b46e54
parent de38363a
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......@@ -1188,7 +1188,6 @@ function _M:spellCrit(dam, add_chance, crit_power_add)
game.logSeen(self, "#{bold}#%s's spell attains critical power!#{normal}#", self.name:capitalize())
if self:attr("mana_on_crit") then self:incMana(self:attr("mana_on_crit")) end
if self:attr("vim_on_crit") then self:incVim(self:attr("vim_on_crit")) end
if self:attr("spellsurge_on_crit") then
......@@ -1228,8 +1227,8 @@ function _M:mindCrit(dam, add_chance, crit_power_add)
game.logSeen(self, "#{bold}#%s's mind surges with critical power!#{normal}#", self.name:capitalize())
if self:attr("hate_on_crit") then self:incHate(self:attr("hate_on_crit")) end
if self:attr("psi_on_crit") then self:incMana(self:attr("psi_on_crit")) end
if self:attr("equilibrium_on_crit") then self:incVim(self:attr("equilibrium_on_crit")) end
if self:attr("psi_on_crit") then self:incPsi(self:attr("psi_on_crit")) end
if self:attr("equilibrium_on_crit") then self:incEquilibrium(self:attr("equilibrium_on_crit")) end
end
return dam, crit
......
......@@ -159,8 +159,8 @@ newTalent{
if not self:hasEffect(self.EFF_KINSPIKE_SHIELD) and self:isTalentActive(self.T_KINETIC_SHIELD) then
self:forceUseTalent(self.T_KINETIC_SHIELD, {ignore_energy=true})
end
local dam = self:spellCrit(self:combatTalentMindDamage(t, 20, 600))
self:project(tg, x, y, DamageType.MINDKNOCKBACK, self:spellCrit(rng.avg(2*dam/3, dam, 3)))
local dam = self:mindCrit(self:combatTalentMindDamage(t, 20, 600))
self:project(tg, x, y, DamageType.MINDKNOCKBACK, self:mindCrit(rng.avg(2*dam/3, dam, 3)))
--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/lightning")
......@@ -183,12 +183,12 @@ newTalent{
if not self:hasEffect(self.EFF_KINSPIKE_SHIELD) and self:isTalentActive(self.T_KINETIC_SHIELD) then
self:forceUseTalent(self.T_KINETIC_SHIELD, {ignore_energy=true})
end
local dam = self:spellCrit(self:combatTalentMindDamage(t, 20, 600))
local dam = self:mindCrit(self:combatTalentMindDamage(t, 20, 600))
for i = 1, self:getTalentRange(t) do
self:project(tg, x, y, DamageType.DIG, 1)
end
self:project(tg, x, y, DamageType.MINDKNOCKBACK, self:spellCrit(rng.avg(2*dam/3, dam, 3)))
self:project(tg, x, y, DamageType.MINDKNOCKBACK, self:mindCrit(rng.avg(2*dam/3, dam, 3)))
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/lightning")
......
......@@ -72,7 +72,7 @@ newTalent{
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.PHYSICAL, self:spellCrit(rng.avg(0.8*dam, dam)), {type="flame"})
self:project(tg, x, y, DamageType.PHYSICAL, self:mindCrit(rng.avg(0.8*dam, dam)), {type="flame"})
if gem_level > 0 and not tg.dead and self:knowTalent(self.T_CONDUIT) and self:isTalentActive(self.T_CONDUIT) then
local c = self:getTalentFromId(self.T_CONDUIT)
--c.do_combat(self, c, tg)
......
......@@ -140,7 +140,7 @@ newTalent{
return self:combatStatTalentIntervalDamage(t, "combatMindpower", 6, 30)
end,
getDam = function(self, t)
return self:spellCrit(self:combatTalentMindDamage(t, 28, 270))
return self:mindCrit(self:combatTalentMindDamage(t, 28, 270))
end,
action = function(self, t)
local en = t.getLeech(self, t)
......
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