diff --git a/game/modules/tome/data/general/objects/scrolls.lua b/game/modules/tome/data/general/objects/scrolls.lua index fed7b2c38d2cda5c1f673fc1ff8fd340ef8a3742..5dd34b3ad21d37075a10067d243ce5a0b74623c1 100644 --- a/game/modules/tome/data/general/objects/scrolls.lua +++ b/game/modules/tome/data/general/objects/scrolls.lua @@ -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, diff --git a/game/modules/tome/data/talents/celestial/combat.lua b/game/modules/tome/data/talents/celestial/combat.lua index 1d607c9bec431357f350bb264a276aeb2e0620a3..827f7da87dab4fc7e7888c203a25961c3bb4477a 100644 --- a/game/modules/tome/data/talents/celestial/combat.lua +++ b/game/modules/tome/data/talents/celestial/combat.lua @@ -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, diff --git a/game/modules/tome/data/talents/celestial/light.lua b/game/modules/tome/data/talents/celestial/light.lua index 9e11e0ece1846a4b574318a0457047b8a0c8daa1..30db248f092f47e35c229f7634e5fa5fe755f1a2 100644 --- a/game/modules/tome/data/talents/celestial/light.lua +++ b/game/modules/tome/data/talents/celestial/light.lua @@ -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) diff --git a/game/modules/tome/data/talents/techniques/field-control.lua b/game/modules/tome/data/talents/techniques/field-control.lua index 15b594fe0c0002667155cea07d035a8543870b97..19f3563a340a3b7927f5abf19bca13ce9e11e4f7 100644 --- a/game/modules/tome/data/talents/techniques/field-control.lua +++ b/game/modules/tome/data/talents/techniques/field-control.lua @@ -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 diff --git a/game/modules/tome/data/talents/techniques/pugilism.lua b/game/modules/tome/data/talents/techniques/pugilism.lua index e506ec92802fab105a92f46dc19a6782111f23b2..c880bc0e99b8388668742b48308078d2eb15a5c3 100644 --- a/game/modules/tome/data/talents/techniques/pugilism.lua +++ b/game/modules/tome/data/talents/techniques/pugilism.lua @@ -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, }