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Commit b07e97ef authored by DarkGod's avatar DarkGod
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tweaks

Providence does not heal anymore
parent 5b2cd2ad
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......@@ -32,7 +32,7 @@ newTalent{
tactical = { BUFF = 2 },
range = 0,
getResists = function(self, t) return self:combatTalentSpellDamage(t, 5, 60) end,
getLifePct = function(self, t) return self:combatTalentLimit(t, 1, 0.10, 0.25) end, -- Limit < 100% bonus
getLifePct = function(self, t) return self:combatTalentLimit(t, 1, 0.10, 0.20) end,
sustain_slots = 'celestial_chant',
activate = function(self, t)
local power = t.getResists(self, t)
......@@ -93,7 +93,7 @@ newTalent{
dont_provide_pool = true,
tactical = { BUFF = 2 },
range = 0,
getPhysicalResistance = function(self, t) return math.floor(self:combatTalentSpellDamage(t, 10, 30)) end,
getPhysicalResistance = function(self, t) return math.floor(self:combatTalentSpellDamage(t, 8, 25)) end,
getResists = function(self, t) return self:combatTalentSpellDamage(t, 5, 60) end,
sustain_slots = 'celestial_chant',
activate = function(self, t)
......@@ -103,7 +103,7 @@ newTalent{
self:talentTemporaryValue(ret, "resists", {[DamageType.PHYSICAL] = t.getPhysicalResistance(self, t)})
self:talentTemporaryValue(ret, "combat_physresist", power)
self:talentTemporaryValue(ret, "combat_armor", t.getPhysicalResistance(self, t))
self:talentTemporaryValue(ret, "combat_armor_hardiness", 10)
self:talentTemporaryValue(ret, "combat_armor_hardiness", 15)
ret.particle = self:addParticles(Particles.new("golden_shield", 1))
if self:knowTalent(self.T_CHANT_ILLUMINATE) then
......@@ -135,7 +135,7 @@ newTalent{
info = function(self, t)
local physicalresistance = t.getPhysicalResistance(self, t)
local saves = t.getResists(self, t)
return ([[You chant the glory of the Sun, granting you %d%% physical damage resistance, %d physical save, %d armour and +10%% armour hardiness.
return ([[You chant the glory of the Sun, granting you %d%% physical damage resistance, %d physical save, %d armour and +15%% armour hardiness.
You may only have one Chant active at once.
The effects will increase with your Spellpower.]]):
format(physicalresistance, saves, physicalresistance)
......@@ -368,7 +368,7 @@ newTalent{
end,
info = function(self, t)
return ([[Your skill at Chanting now extends the cloak of light, increasing your light radius by %d.
Also, when you start a new Chant, you will be cured of all cross-teir effects and cured of up to %d debuffs.
Also, when you start a new Chant, you will be cured of all cross-tier effects and cured of up to %d debuffs.
Chant of Fortitude cures mental effects.
Chant of Fortress cures physical effects.
Chant of Resistance cures magical effects.]]):format(t.getBonusLight(self, t), t.getDebuffCures(self, t))
......@@ -381,7 +381,7 @@ newTalent{
require = divi_req4,
points = 5,
mode = "passive",
getLightDamageIncrease = function(self, t) return self:combatTalentSpellDamage(t, 20, 50) end,
getLightDamageIncrease = function(self, t) return self:combatTalentSpellDamage(t, 10, 30) end,
getBonusRegen = function(self, t) return self:combatTalentScale(t, 0.7, 4.0, 0.75) / 10 end,
callbackOnRest = function(self, t)
if not self:knowTalent(self.T_POSITIVE_POOL) then return false end
......
......@@ -30,11 +30,11 @@ newTalent{
dont_provide_pool = true,
tactical = { BUFF = 2 },
range = 0,
moveSpeed = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end,
castSpeed = function(self, t) return self:combatTalentSpellDamage(t, 10, 30) end,
evade = function(self, t) return self:combatStatLimit(self:combatTalentSpellDamage(t, 10, 100), 90, 10, 40) end,
moveSpeed = function(self, t) return self:combatTalentSpellDamage(t, 10, 40) end,
castSpeed = function(self, t) return self:combatTalentSpellDamage(t, 5, 20) end,
evade = function(self, t) return self:combatStatLimit(self:combatTalentSpellDamage(t, 10, 100), 50, 5, 25) end,
callbackOnActBase = function(self, t)
if self:knowTalent(self.T_HYMN_NOCTURNALIST) then
if self:isTalentActive(self.T_HYMN_NOCTURNALIST) then
local t2 = self:getTalentFromId(self.T_HYMN_NOCTURNALIST)
t2.do_beams(self, t2)
end
......@@ -59,7 +59,7 @@ newTalent{
self:talentTemporaryValue(ret, "infravision", t2.getBonusInfravision(self, t2))
end
if self:knowTalent(self.T_HYMN_NOCTURNALIST) then
if self:isTalentActive(self.T_HYMN_NOCTURNALIST) then
local t2 = self:getTalentFromId(self.T_HYMN_NOCTURNALIST)
self:talentTemporaryValue(ret, "negative_regen", t2.getBonusRegen(self, t2))
self:talentTemporaryValue(ret, "negative_regen_ref_mod", t2.getBonusRegen(self, t2))
......@@ -78,7 +78,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Chant the glory of the Moon, gaining the agility of shadows.
return ([[Chant the glory of the Moons, gaining the agility of shadows.
This increases your movement speed by %d%%, your spell speed by %d%% and grant %d%% evasion.
You may only have one Hymn active at once.
The effects will increase with your Spellpower.]]):
......@@ -104,7 +104,7 @@ newTalent{
getSeeStealth = function(self, t) return self:combatTalentSpellDamage(t, 2, 25) end,
critPower = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end,
callbackOnActBase = function(self, t)
if self:knowTalent(self.T_HYMN_NOCTURNALIST) then
if self:isTalentActive(self.T_HYMN_NOCTURNALIST) then
local t2 = self:getTalentFromId(self.T_HYMN_NOCTURNALIST)
t2.do_beams(self, t2)
end
......@@ -129,7 +129,7 @@ newTalent{
self:talentTemporaryValue(ret, "infravision", t2.getBonusInfravision(self, t2))
end
if self:knowTalent(self.T_HYMN_NOCTURNALIST) then
if self:isTalentActive(self.T_HYMN_NOCTURNALIST) then
local t2 = self:getTalentFromId(self.T_HYMN_NOCTURNALIST)
self:talentTemporaryValue(ret, "negative_regen", t2.getBonusRegen(self, t2))
self:talentTemporaryValue(ret, "negative_regen_ref_mod", t2.getBonusRegen(self, t2))
......@@ -150,7 +150,7 @@ newTalent{
info = function(self, t)
local invis = t.getSeeInvisible(self, t)
local stealth = t.getSeeStealth(self, t)
return ([[Chant the glory of the Moon, granting you stealth detection (+%d power), and invisibility detection (+%d power).
return ([[Chant the glory of the Moons, granting you stealth detection (+%d power), and invisibility detection (+%d power).
You may also attack creatures you cannot see without penalty and your critical hits do %d%% more damage.
You may only have one Hymn active at once.
The stealth and invisibility detection will increase with your Spellpower.]]):
......@@ -173,7 +173,7 @@ newTalent{
range = 10,
getImmunities = function(self, t) return self:combatTalentLimit(t, 1, 0.16, 0.4) end, -- Limit < 100%
callbackOnActBase = function(self, t)
if self:knowTalent(self.T_HYMN_NOCTURNALIST) then
if self:isTalentActive(self.T_HYMN_NOCTURNALIST) then
local t2 = self:getTalentFromId(self.T_HYMN_NOCTURNALIST)
t2.do_beams(self, t2)
end
......@@ -198,7 +198,7 @@ newTalent{
self:talentTemporaryValue(ret, "infravision", t2.getBonusInfravision(self, t2))
end
if self:knowTalent(self.T_HYMN_NOCTURNALIST) then
if self:isTalentActive(self.T_HYMN_NOCTURNALIST) then
local t2 = self:getTalentFromId(self.T_HYMN_NOCTURNALIST)
self:talentTemporaryValue(ret, "negative_regen", t2.getBonusRegen(self, t2))
self:talentTemporaryValue(ret, "negative_regen_ref_mod", t2.getBonusRegen(self, t2))
......@@ -218,7 +218,7 @@ newTalent{
end,
info = function(self, t)
local immunities = t.getImmunities(self, t)
return ([[Chant the glory of the Moon, granting you %d%% stun, blindness and confusion resistance.
return ([[Chant the glory of the Moons, granting you %d%% stun, blindness and confusion resistance.
You may only have one Hymn active at once.]]):
format(100 * (immunities))
end,
......@@ -283,7 +283,7 @@ newTalent{
local targetcount = t.getTargetCount(self, t)
local damage = t.getDamage(self, t)
local drain = t.getNegativeDrain(self, t)
return ([[Chant the glory of the Moon, conjuring a shroud of dancing shadows that follows you as long as this spell is active.
return ([[Chant the glory of the Moons, conjuring a shroud of dancing shadows that follows you as long as this spell is active.
Each turn, a shadowy beam will hit up to %d of your foes within radius 5 for 1 to %0.2f damage.
This powerful spell will drain %0.1f negative energy for each beam; no beam will fire if your negative energy is too low.
You may only have one Hymn active at once.
......@@ -328,7 +328,7 @@ newTalent{
points = 5,
mode = "passive",
getDamageOnMeleeHit = function(self, t) return self:combatTalentSpellDamage(t, 5, 50) end,
getDarkDamageIncrease = function(self, t) return self:combatTalentSpellDamage(t, 20, 50) end,
getDarkDamageIncrease = function(self, t) return self:combatTalentSpellDamage(t, 10, 30) end,
info = function(self, t)
return ([[Your Hymns now focus darkness near you, which increases your darkness damage by %d%% and does %0.2f darkness damage to anyone who hits you in melee.
These values scale with your Spellpower.]]):format(t.getDarkDamageIncrease(self, t), damDesc(self, DamageType.DARKNESS, t.getDamageOnMeleeHit(self, t)))
......@@ -345,7 +345,7 @@ newTalent{
getBonusInfravision = function(self, t) return math.floor(self:combatTalentScale(t, 0.75, 3.5, 0.75)) end,
getSpeed = function(self, t) return self:combatTalentSpellDamage(t, 300, 600) end,
shieldDur = function(self, t) return self:combatTalentSpellDamage(t, 5, 10) end,
shieldPower = function(self, t) return self:combatTalentSpellDamage(t, 50, 400) end,
shieldPower = function(self, t) return self:combatTalentSpellDamage(t, 50, 500) end,
invisDur = function(self, t) return self:combatTalentSpellDamage(t, 5, 10) end,
invisPower = function(self, t) return self:combatTalentSpellDamage(t, 20, 30) end,
info = function(self, t)
......@@ -363,8 +363,8 @@ newTalent{
type = {"celestial/hymns", 7},
require = divi_req4,
points = 5,
mode = "passive",
negative = 1, -- This is just to ensure they have a negative pool
mode = "sustained",
sustain_negative = 10,
range = 5,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 7, 80) end,
getTargetCount = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
......@@ -406,6 +406,12 @@ newTalent{
self:incNegative(-drain)
end
end,
activate = function(self, t)
return {}
end,
deactivate = function(self, t, p)
return true
end,
info = function(self, t)
return ([[Your passion for singing the praises of the Moons reaches its zenith, increasing your negative energy regeneration by %0.2f per turn.
Your Hymns now fires shadowy beams that will hit up to %d of your foes within radius 5 for 1 to %0.2f damage, with a 20%% chance of blinding.
......
......@@ -124,18 +124,16 @@ newTalent{
positive = -20,
cooldown = 30,
tactical = { HEAL = 1, CURE = 3 },
getRegeneration = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 3, 7)) end,
action = function(self, t)
self:setEffect(self.EFF_PROVIDENCE, t.getDuration(self, t), {power=t.getRegeneration(self, t)})
self:setEffect(self.EFF_PROVIDENCE, t.getDuration(self, t), {})
game:playSoundNear(self, "talents/heal")
return true
end,
info = function(self, t)
local regen = t.getRegeneration(self, t)
local duration = t.getDuration(self, t)
return ([[Places you under the protection of Light itself. For %d turns, the light heals %d life and removes a single negative effect from you.
The amount healed will increase with your Spellpower.]]):
return ([[Places you under the protection of a ray of sunlight. For %d turns, the light removes a single negative effect from you every turn.]]):
format(duration, regen)
end,
}
......
......@@ -1212,7 +1212,7 @@ newEffect{
newEffect{
name = "PROVIDENCE", image = "talents/providence.png",
desc = "Providence",
long_desc = function(self, eff) return ("The target is under protection and its life regeneration is boosted by %d."):format(eff.power) end,
long_desc = function(self, eff) return ("The target is under protection, removing one negative effect per turn."):format() end,
type = "magical",
subtype = { light=true, shield=true },
status = "beneficial",
......@@ -1235,7 +1235,6 @@ newEffect{
end
end,
activate = function(self, eff)
eff.tmpid = self:addTemporaryValue("life_regen", eff.power)
if core.shader.active(4) then
eff.particle1 = self:addParticles(Particles.new("shader_shield", 1, {toback=true, size_factor=1.5, y=-0.3, img="healcelestial"}, {type="healing", time_factor=4000, noup=2.0, beamColor1={0xd8/255, 0xff/255, 0x21/255, 1}, beamColor2={0xf7/255, 0xff/255, 0x9e/255, 1}, circleColor={0,0,0,0}, beamsCount=5}))
eff.particle2 = self:addParticles(Particles.new("shader_shield", 1, {toback=false, size_factor=1.5, y=-0.3, img="healcelestial"}, {type="healing", time_factor=4000, noup=1.0, beamColor1={0xd8/255, 0xff/255, 0x21/255, 1}, beamColor2={0xf7/255, 0xff/255, 0x9e/255, 1}, circleColor={0,0,0,0}, beamsCount=5}))
......@@ -1244,7 +1243,6 @@ newEffect{
deactivate = function(self, eff)
self:removeParticles(eff.particle1)
self:removeParticles(eff.particle2)
self:removeTemporaryValue("life_regen", eff.tmpid)
end,
}
......
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