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Commit d8c22fb0 authored by DarkGod's avatar DarkGod
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fixes & clarifications

parent aa5ca5ba
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......@@ -389,7 +389,7 @@ newEntity{ base = "BASE_RUNE",
inscription_kind = "attack",
inscription_data = {
cooldown = resolvers.rngrange(12, 20),
cooldown = resolvers.rngrange(15, 22),
power = resolvers.mbonus_level(100, 30, function(e, v) return v * 0.1 end),
apply = resolvers.mbonus_level(5, 20, function(e, v) return v * 0.1 end),
radius = 6,
......@@ -410,9 +410,7 @@ newEntity{ base = "BASE_RUNE",
inscription_data = {
cooldown = resolvers.rngrange(15, 25),
radius = 6,
range = 0,
power = resolvers.mbonus_level(250, 40, function(e, v) return v * 0.1 end),
reduce = resolvers.mbonus_level(25, 10),
apply = resolvers.mbonus_level(5, 20, function(e, v) return v * 0.1 end),
use_stat_mod = 1.8,
dur = 5,
......
......@@ -71,6 +71,7 @@ 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 attacks will increase its power by %d.
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,
......
......@@ -83,7 +83,8 @@ newTalent{
local heal = t.getHeal(self, t)
local duration = t.getDuration(self, t)
return ([[A magical zone of Sunlight appears around you, healing and shielding all within a radius of %d for %0.2f per turn and increasing healing effects on everyone within by %d%%. The effect lasts for %d turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher. Refreshing the same damage shield more than 20 times will cause it to explode.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected zone.
The amount healed will increase with the Magic stat]]):
format(radius, heal, heal / 2, duration)
......
......@@ -38,6 +38,7 @@ newTalent{
local tg = {type="hit", range=self:getTalentRange(t)}
local x, y, target = self:getTarget(tg)
if not x or not y or not target then return nil end
if core.fov.distance(self.x, self.y, x, y) > self:getTalentRange(t) then return nil end
self:knockback(target.x, target.y, t.getDist(self, t))
return true
......
......@@ -157,6 +157,7 @@ newTalent{
tactical = { ATTACKAREA = { weapon = 2 }, CLOSEIN = 1 },
requires_target = true,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1.0, 1.7) + getStrikingStyle(self, dam) end,
on_pre_use = function(self, t) return not self:attr("never_move") end,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t)}
local x, y, target = self:getTarget(tg)
......@@ -292,7 +293,7 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t) * 100
return ([[Deliver a devastating axe kick dealing %d%% damage. If the blow connects your target is brain damaged, causing all talents to fail for %d turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged.]])
This effect cannot be saved against, though it can be dodged and checks confusion immunity.]])
:format(damage, t.getDuration(self, t))
end,
}
......
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