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Commit 51993284 authored by Chris Davidson's avatar Chris Davidson
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Remove Weapon of Light shield stacking limitation

parent 49f561f8
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......@@ -17,8 +17,6 @@
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
-- This concept plays well but vs. low damage levels spam bumping can make stupidly large shields
-- Leaving as is for now but will likely change somehow
newTalent{
name = "Weapon of Light",
type = {"celestial/combat", 1},
......@@ -56,16 +54,6 @@ newTalent{
self.damage_shield_absorb = self.damage_shield_absorb + shield_power
self.damage_shield_absorb_max = self.damage_shield_absorb_max + shield_power
shield.dur = math.max(2, shield.dur)
-- Limit the number of times a shield can be extended, Bathe in Light also uses this code
-- The shield is removed instead of just blocking the extension to prevent scenarios such as maxing it out of combat then engaging, but there are likely better ways
if shield.dur_extended then
shield.dur_extended = shield.dur_extended + 1
if shield.dur_extended >= 20 then
game.logPlayer(self, "#DARK_ORCHID#Your damage shield cannot be extended any farther and has exploded.")
self:removeEffect(self.EFF_DAMAGE_SHIELD)
end
else shield.dur_extended = 1 end
end
end,
info = function(self, t)
......@@ -73,7 +61,6 @@ newTalent{
local shieldflat = t.getShieldFlat(self, t)
return ([[Infuse your weapon with the power of the Sun, adding %0.1f light damage on each melee hit.
Additionally, if you have a temporary damage shield active, melee hits will increase its power by %d once per turn.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
The damage dealt and shield bonus will increase with your Spellpower.]]):
format(damDesc(self, DamageType.LIGHT, damage), shieldflat)
end,
......
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