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Commit fd0c42b7 authored by dg's avatar dg
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Hymn of Detection now grants some stealth and invis detection

git-svn-id: http://svn.net-core.org/repos/t-engine4@2530 51575b47-30f0-44d4-a5cc-537603b46e54
parent 3a5c476a
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......@@ -80,12 +80,16 @@ newTalent{
tactical = { BUFF = 2 },
range = 10,
getDamageOnMeleeHit = function(self, t) return self:combatTalentSpellDamage(t, 5, 25) end,
getSeeInvisible = function(self, t) return self:combatTalentSpellDamage(t, 2, 35) end,
getSeeStealth = function(self, t) return self:combatTalentSpellDamage(t, 2, 15) end,
getInfraVisionPower = function(self, t) return math.floor(5 + self:getTalentLevel(t)) end,
activate = function(self, t)
cancelHymns(self)
game:playSoundNear(self, "talents/spell_generic2")
local ret = {
onhit = self:addTemporaryValue("on_melee_hit", {[DamageType.DARKNESS]= t.getDamageOnMeleeHit(self, t)}),
invis = self:addTemporaryValue("see_invisible", t.getSeeInvisible(self, t)),
stealth = self:addTemporaryValue("see_stealth", t.getSeeStealth(self, t)),
infravision = self:addTemporaryValue("infravision", t.getInfraVisionPower(self, t)),
particle = self:addParticles(Particles.new("darkness_shield", 1))
}
......@@ -95,16 +99,20 @@ newTalent{
self:removeParticles(p.particle)
self:removeTemporaryValue("on_melee_hit", p.onhit)
self:removeTemporaryValue("infravision", p.infravision)
self:removeTemporaryValue("see_invisible", p.invis)
self:removeTemporaryValue("see_stealth", p.stealth)
return true
end,
info = function(self, t)
local infra = t.getInfraVisionPower(self, t)
local invis = t.getSeeInvisible(self, t)
local stealth = t.getSeeStealth(self, t)
local darknessdamage = t.getDamageOnMeleeHit(self, t)
return ([[Chant the glory of the moon, granting you infravision up to %d grids.
return ([[Chant the glory of the moon, granting you infravision up to %d grids, stealth detection (+%d power), invisibility detection (+%d power).
In addition it surrounds you with a shield of darkness, damaging anything that attacks you for %0.2f darkness damage.
You may only have one Hymn active at once.
The damage will increase with the Magic stat]]):
format(infra, damDesc(self, DamageType.DARKNESS, darknessdamage))
format(infra, stealth, invis, damDesc(self, DamageType.DARKNESS, darknessdamage))
end,
}
......
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