diff --git a/game/modules/tome/class/Object.lua b/game/modules/tome/class/Object.lua index 732c0e1ea383142c7c9f3cd292e48ec388b3b4c5..b18dd687cbe2a344cb4e8b3a8ce1e9fe956c6493 100644 --- a/game/modules/tome/class/Object.lua +++ b/game/modules/tome/class/Object.lua @@ -1228,6 +1228,8 @@ function _M:getTextualDesc(compare_with, use_actor) compare_fields(w, compare_with, field, "max_hate", "%+.2f", "Maximum hate: ") compare_fields(w, compare_with, field, "max_psi", "%+.2f", "Maximum psi: ") compare_fields(w, compare_with, field, "max_vim", "%+.2f", "Maximum vim: ") + compare_fields(w, compare_with, field, "max_positive", "%+.2f", "Maximum pos.energy: ") + compare_fields(w, compare_with, field, "max_negative", "%+.2f", "Maximum neg.energy: ") compare_fields(w, compare_with, field, "max_air", "%+.2f", "Maximum air capacity: ") compare_fields(w, compare_with, field, "combat_spellpower", "%+d", "Spellpower: ") diff --git a/game/modules/tome/data/talents/celestial/sun.lua b/game/modules/tome/data/talents/celestial/sun.lua index 522a159533b51f04826c9f9cec8a68b75f06fd77..679f0b42835728eed7ec38c1e741648466968605 100644 --- a/game/modules/tome/data/talents/celestial/sun.lua +++ b/game/modules/tome/data/talents/celestial/sun.lua @@ -44,12 +44,9 @@ newTalent{ if not x or not y then return nil end self:project(tg, x, y, DamageType.LIGHT, self:spellCrit(t.getDamage(self, t)), {type="light"}) - if self:getTalentLevel(t) >= 4 then + if self:getTalentLevel(t) >= 3 then local _ _, x, y = self:canProject(tg, x, y) self:project({type="ball", x=x, y=y, radius=2, selffire=false}, x, y, DamageType.BLIND, t.getDuration(self, t), {type="light"}) - else - local _ _, x, y = self:canProject(tg, x, y) - self:project({type="hit", x=x, y=y, radius=0, selffire=false}, x, y, DamageType.BLIND, t.getDuration(self, t), {type="light"}) end -- Delay removal of the effect so its still there when no_energy checks @@ -63,7 +60,7 @@ newTalent{ info = function(self, t) local damage = t.getDamage(self, t) return ([[Calls forth a beam of light from the Sun, doing %0.1f Light damage to the target. - At level 4 the beam will be so intense it will also blind the target and everyone in a radius 2 around it for %d turns. + At level 3 the beam will be so intense it will also blind the target and everyone in a radius 2 around it for %d turns. The damage dealt will increase with your Spellpower.]]): format(damDesc(self, DamageType.LIGHT, damage), t.getDuration(self, t)) end,