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Commit 225efb6c authored by DarkGod's avatar DarkGod
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Merge branch 'arcanepower_fix' into 'master'

Arcane Power fix

Arcane power spellpower bonus was applied before calculating its resist bonus, which resulted in more-than-advertised resist and different resists advertised with it on and off. This branch aptly fixes both problems.
parents 3791030e 28caae00
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......@@ -32,8 +32,9 @@ newTalent{
activate = function(self, t)
game:playSoundNear(self, "talents/arcane")
return {
power = self:addTemporaryValue("combat_spellpower", t.getSpellpowerIncrease(self, t)),
res = self:addTemporaryValue("resists", {[DamageType.ARCANE] = t.getArcaneResist(self, t)}),
display_resist = t.getArcaneResist(self, t),
power = self:addTemporaryValue("combat_spellpower", t.getSpellpowerIncrease(self, t)),
particle = self:addParticles(Particles.new("arcane_power", 1)),
}
end,
......@@ -44,8 +45,9 @@ newTalent{
return true
end,
info = function(self, t)
local resist = self.sustain_talents[t.id] and self.sustain_talents[t.id].display_resist or t.getArcaneResist(self, t)
return ([[Your mastery of magic allows you to enter a state of deep concentration, increasing your Spellpower by %d and arcane resistance by %d%%.]]):
format(t.getSpellpowerIncrease(self, t), t.getArcaneResist(self, t))
format(t.getSpellpowerIncrease(self, t), resist)
end,
}
......
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