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Commit 01f10b2f authored by Eric Wykoff's avatar Eric Wykoff
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meh, phasing hand wave for singularity arrow so it's not a pita with dogs

fix fold warp
parent f2794219
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1 merge request!123Chrono wrap up
......@@ -168,7 +168,7 @@ newTalent{
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 230, getParadoxSpellpower(self, t)) end,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, stop_block=true, friendlyblock=false}
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, stop_block=true, friendlyfire=false, friendlyblock=false}
end,
on_pre_use = function(self, t, silent) if not doWardenPreUse(self, "bow") then if not silent then game.logPlayer(self, "You require a bow to use this talent.") end return false end return true end,
archery_onhit = function(self, t, target, x, y)
......@@ -246,7 +246,7 @@ newTalent{
local damage = t.getDamage(self, t) * 100
local radius = self:getTalentRadius(t)
local aoe = t.getDamageAoE(self, t)
return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures in a radius of %d and inflict %0.2f physical damage.
return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all enemies in a radius of %d and inflict %0.2f physical damage.
Each target moved beyond the first deals an additional %0.2f physical damage (up to %0.2f bonus damage).
Targets take reduced damage the further they are from the epicenter (20%% less per tile).
The additional damage scales with your Spellpower.]])
......
......@@ -107,8 +107,8 @@ newTalent{
self:project(tg, target.x, target.y, function(px, py, tg, self)
local target = game.level.map(px, py, Map.ACTOR)
if target then
DamageType:get(DamageType.WARP).projector(self, target.x, target.y, DamageType.WARP, t.getDamage(self, t))
randomWarpEffect(self, t, target)
DamageType:get(DamageType.WARP).projector(self, px, py, DamageType.WARP, t.getDamage(self, t))
DamageType:get(DamageType.RANDOM_WARP).projector(self, px, py, DamageType.RANDOM_WARP, {dur=t.getDuration(self, t), apply_power=getParadoxSpellpower(self, t)})
end
end)
......
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