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Commit a86b940f authored by DarkGod's avatar DarkGod
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Charged Strike on a pinned target will charge up Charge Shield

parent 7211f212
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......@@ -378,6 +378,7 @@ newTalent{
range = 0,
no_energy = true,
tactical = { DEFEND = 2 },
shieldAbsorb = shieldAbsorb,
callbackOnActBase = function(self, t)
shieldAbsorb(self, t, self.sustain_talents[t.id], 0) -- make sure we compute the table correctly
end,
......
......@@ -290,14 +290,21 @@ newTalent{
actor:setEffect(actor.EFF_SHOCKED, dur, {apply_power=self:combatMindpower()})
end
end
if target:hasEffect(target.EFF_PINNED) and self:isTalentActive(self.T_CHARGED_SHIELD) then
local t = self:getTalentFromId(self.T_CHARGED_SHIELD)
local cs = self:isTalentActive(self.T_CHARGED_SHIELD)
t.shieldAbsorb(self, t, cs, damDesc(self, DamageType.LIGHTNING, dam) * 1.5)
end
end
return true
end,
info = function(self, t)
return ([[Focus charged energy and strike an enemy for %d%% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra %0.1f Lightning damage and halving their stun/daze/freeze/pin resistance for %d turns.
Energy will then discharge from your weapon, doing an extra %0.2f lightning damage and halving their stun/daze/freeze/pin resistance for %d turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by %0.2f.
The discharge damage will scale with your Mindpower.]]):
format(100 * self:combatTalentWeaponDamage(t, 0.5, 2.0), damDesc(self, DamageType.LIGHTNING, t.getDam(self, t)), t.getDur(self, t))
format(100 * self:combatTalentWeaponDamage(t, 0.5, 2.0), damDesc(self, DamageType.LIGHTNING, t.getDam(self, t)), t.getDur(self, t), 1.5 * damDesc(self, DamageType.LIGHTNING, t.getDam(self, t)))
end,
}
......
......@@ -297,7 +297,7 @@ function _M:generateList()
elseif t.mode == "passive" then
nodes = passives
end
status = TalentStatus(self.actor,t)
local status = TalentStatus(self.actor,t)
-- Pregenerate icon with the Tiles instance that allows images
if t.display_entity then t.display_entity:getMapObjects(game.uiset.hotkeys_display_icons.tiles, {}, 1) end
......
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