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Commit e344ae32 authored by Chris Davidson's avatar Chris Davidson
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Revise Sun Flare

This is now one of the 3 core 30 positive energy dump talents.

- Cooldown increased from 12 to 20

- Damage greatly increased

- Damage occurs at all talent levels

- Starting at TL3 you now gain a moderate amount of fire, light, and darkness resistance for 4 turns.  This is designed to synergize with Darkest Light.
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......@@ -66,38 +66,41 @@ newTalent{
end,
}
-- High end Light damage nuke, synergy with Darkest Light via resists mid/late game
newTalent{
name = "Sun Flare",
type = {"celestial/sunlight", 2},
require = divi_req2,
points = 5,
random_ego = "attack",
cooldown = 20,
positive = -15,
cooldown = 12,
positive = 30,
tactical = { DISABLE = 2,
ATTACKAREA = function(self, t, aitarget)
if self:getTalentLevel(t) >= 3 then return {light = 1} end
end, },
direct_hit = true,
range = 0,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 4.5)) end,
radius = function(self, t) return math.min(8, math.floor(self:combatTalentScale(t, 2.5, 4.5))) end,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), selffire=false, radius=self:getTalentRadius(t), talent=t}
end,
requires_target = true,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 120) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 250) end,
getDuration = function(self, t) return 4 end,
getRes = function(self, t) return self:combatTalentSpellDamage(t, 15, 50) end,
getResDuration = function(self, t) return 4 end,
action = function(self, t)
local tg = self:getTalentTarget(t)
-- Temporarily turn on "friendlyfire" to lite all tiles
tg.selffire = true
tg.radius = tg.radius * 2
self:project(tg, self.x, self.y, DamageType.LITE, 1)
tg.radius = tg.radius / 2
tg.selffire = false
local grids = self:project(tg, self.x, self.y, DamageType.BLIND, t.getDuration(self, t))
self:project(tg, self.x, self.y, DamageType.LIGHT, self:spellCrit(t.getDamage(self, t)))
if self:getTalentLevel(t) >= 3 then
self:project(tg, self.x, self.y, DamageType.LIGHT, t.getDamage(self, t))
self:setEffect(self.EFF_SOLAR_INFUSION, t.getResDuration(self, t), {resist=t.getRes(self, t)})
end
game.level.map:particleEmitter(self.x, self.y, tg.radius, "sunburst", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y, max_alpha=80})
game:playSoundNear(self, "talents/flame")
......@@ -107,10 +110,13 @@ newTalent{
local radius = self:getTalentRadius(t)
local damage = t.getDamage(self, t)
local duration = t.getDuration(self, t)
return ([[Invokes the Sun to cause a flare within radius %d, blinding your foes for %d turns and lighting up your immediate area (radius %d).
At level 3 it will also do %0.2f light damage within radius %d.
The damage done will increase with your Spellpower.]]):
format(radius, duration, radius * 2, damDesc(self, DamageType.LIGHT, damage), radius)
local res = t.getRes(self, t)
local resdur = t.getResDuration(self, t)
return ([[Invokes the Sun to cause a flare within radius %d, blinding your foes for %d turns and lighting up the area.
All enemies effected will take %0.2f light damage.
At talent level 3 you gain %d%% light, darkness, and fire resistance for %d turns.
The damage done and resistances will increase with your Spellpower.]]):
format(radius, duration, damDesc(self, DamageType.LIGHT, damage), res, resdur )
end,
}
......
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