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Commit fa596b5d authored by Chris Davidson's avatar Chris Davidson
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Revise Searing Light

- Positive gain reduced to 10

- Radius increased from 0 to 1.  Single tile ground effects are hard to see and really unsatisfying.

- Fix double crit
parent 5b7c175b
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......@@ -26,8 +26,9 @@ newTalent{
random_ego = "attack",
points = 5,
cooldown = 5,
positive = -16,
positive = -10,
range = 7,
radius = 1,
tactical = { ATTACK = {LIGHT = 2} },
direct_hit = true,
reflectable = true,
......@@ -35,17 +36,19 @@ newTalent{
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 17, 200) end,
getDamageOnSpot = function(self, t) return self:combatTalentSpellDamage(t, 17, 200)/2 end,
action = function(self, t)
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local tg = {type="hit", range=self:getTalentRange(t), radius=1, talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.LIGHT, self:spellCrit(t.getDamage(self, t)), {type="light"})
local dam = self:spellCrit(t.getDamage(self, t))
self:project(tg, x, y, DamageType.LIGHT, dam, {type="light"})
local _ _, x, y = self:canProject(tg, x, y)
-- Add a lasting map effect
game.level.map:addEffect(self,
x, y, 4,
DamageType.LIGHT, self:spellCrit(t.getDamageOnSpot(self, t)),
0,
DamageType.LIGHT, dam / 2,
1,
5, nil,
{type="light_zone"},
nil, self:spellFriendlyFire()
......
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