Skip to content
Snippets Groups Projects
Commit a4a39200 authored by dg's avatar dg
Browse files

Acid Wave Rune now also corrodes the targets

git-svn-id: http://svn.net-core.org/repos/t-engine4@6400 51575b47-30f0-44d4-a5cc-537603b46e54
parent b3496cd0
No related branches found
No related tags found
No related merge requests found
......@@ -404,6 +404,7 @@ newEntity{ base = "BASE_RUNE",
cooldown = resolvers.rngrange(15, 25),
range = resolvers.mbonus_level(3, 2),
power = resolvers.mbonus_level(250, 40, function(e, v) return v * 0.1 end),
reduce = resolvers.mbonus_level(25, 10),
use_stat_mod = 1.8,
},
inscription_talent = "RUNE:_ACID_WAVE",
......
......@@ -656,7 +656,8 @@ newInscription{
action = function(self, t)
local data = self:getInscriptionData(t.short_name)
local tg = self:getTalentTarget(t)
self:project(tg, self.x, self.y, DamageType.ACID, data.power + data.inc_stat)
local pow = data.reduce or 15
self:project(tg, self.x, self.y, DamageType.ACID_CORRODE, {dam=data.power + data.inc_stat, dur=data.dur or 3, atk=pow, armor=pow, defense=pow})
game.level.map:particleEmitter(self.x, self.y, tg.radius, "ball_acid", {radius=tg.radius})
game:playSoundNear(self, "talents/slime")
attack_rune(self, t.id)
......@@ -664,11 +665,15 @@ newInscription{
end,
info = function(self, t)
local data = self:getInscriptionData(t.short_name)
return ([[Activate the rune to fire a self-centered acid wave of radius %d, doing %0.2f acid damage.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.ACID, data.power + data.inc_stat))
local pow = data.reduce or 15
return ([[Activate the rune to fire a self-centered acid wave of radius %d, doing %0.2f acid damage.
The corrosive acid will also reduce accuracy, defense and armour by %d for %d turns.]]):
format(self:getTalentRadius(t), damDesc(self, DamageType.ACID, data.power + data.inc_stat), pow, data.dur or 3)
end,
short_info = function(self, t)
local data = self:getInscriptionData(t.short_name)
return ([[%d acid damage]]):format(damDesc(self, DamageType.ACID, data.power + data.inc_stat))
local pow = data.reduce or 15
return ([[%d acid damage; power %d; dur %d]]):format(damDesc(self, DamageType.ACID, data.power + data.inc_stat), data.dur or 3, pow)
end,
}
......@@ -698,6 +703,7 @@ newInscription{
self:project(tg, x, y, DamageType.LIGHTNING, rng.avg(dam / 3, dam, 3))
local _ _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, math.max(math.abs(x-self.x), math.abs(y-self.y)), "lightning", {tx=x-self.x, ty=y-self.y})
self:setEffect(self.EFF_ELEMENTAL_SURGE_LIGHTNING, 2, {})
game:playSoundNear(self, "talents/lightning")
attack_rune(self, t.id)
return true
......@@ -705,7 +711,9 @@ newInscription{
info = function(self, t)
local data = self:getInscriptionData(t.short_name)
local dam = damDesc(self, DamageType.LIGHTNING, data.power + data.inc_stat)
return ([[Activate the rune to fire a beam of lightning, doing %0.2f to %0.2f lightning damage.]]):format(dam / 3, dam)
return ([[Activate the rune to fire a beam of lightning, doing %0.2f to %0.2f lightning damage.
Also transform you into pure lightning for %d turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)]]):
format(dam / 3, dam, 2)
end,
short_info = function(self, t)
local data = self:getInscriptionData(t.short_name)
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment