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Commit 04de721d authored by Simon André Curtis's avatar Simon André Curtis
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Oops, messed up Bone talent descriptions. Neater now.

parent df5c4b12
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1 merge request!297A few different things
......@@ -29,6 +29,7 @@ newTalent{
tactical = { ATTACK = {PHYSICAL = 2} },
direct_hit = true,
requires_target = true,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 20, 200) end,
target = function(self, t)
return {type="beam", range=self:getTalentRange(t), talent=t}
end,
......@@ -36,7 +37,7 @@ newTalent{
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.PHYSICALBLEED, self:spellCrit(self:combatTalentSpellDamage(t, 20, 200)))
self:project(tg, x, y, DamageType.PHYSICALBLEED, self:spellCrit(t.getDamage(self, t)))
local _ _, _, _, x, y = self:canProject(tg, x, y)
game.level.map:particleEmitter(self.x, self.y, tg.range, "bone_spear", {tx=x - self.x, ty=y - self.y})
game:playSoundNear(self, "talents/arcane")
......@@ -44,7 +45,7 @@ newTalent{
end,
info = function(self, t)
return ([[Conjures up a spear of bones, doing %0.2f physical damage to all targets in line, and inflicting bleeding for another %0.2f damage over 5 turns.
The damage will increase with your Spellpower.]]):format(damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 20, 200)), damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 20, 200)/2))
The damage will increase with your Spellpower.]]):format(damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)), damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)/2))
end,
}
......@@ -59,12 +60,13 @@ newTalent{
tactical = { DISABLE = 1, CLOSEIN = 3 },
requires_target = true,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 5, 140) end,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t), talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
local dam = self:spellCrit(self:combatTalentSpellDamage(t, 5, 140))
local dam = self:spellCrit(t.getDamage(self, t))
self:project(tg, x, y, function(px, py)
local target = game.level.map(px, py, engine.Map.ACTOR)
......@@ -87,7 +89,7 @@ newTalent{
return ([[Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for %d turns.
The bone will also deal %0.2f physical damage, inflicting bleeding for another %0.2f damage over 5 turns.
The damage will increase with your Spellpower.]]):
format(t.getDuration(self, t), damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 5, 140)), damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 20, 200)/2))
format(t.getDuration(self, t), damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)), damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)/2))
end,
}
......@@ -101,19 +103,20 @@ newTalent{
tactical = { ATTACKAREA = {PHYSICAL = 2} },
random_ego = "attack",
radius = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5)) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 8, 180) end,
target = function(self, t)
return {type="ball", radius=self:getTalentRadius(t), selffire=false, talent=t}
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
self:project(tg, self.x, self.y, DamageType.PHYSICALBLEED, self:spellCrit(self:combatTalentSpellDamage(t, 8, 180)))
self:project(tg, self.x, self.y, DamageType.PHYSICALBLEED, self:spellCrit(t.getDamage(self, t)))
game.level.map:particleEmitter(self.x, self.y, tg.radius, "circle", {oversize=1.1, a=255, limit_life=8, grow=true, speed=0, img="bone_nova", radius=self:getTalentRadius(t)})
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function(self, t)
return ([[Fire bone spears in all directions, hitting all foes within radius %d for %0.2f physical damage, and inflicting bleeding for another %0.2f damage over 5 turns.
The damage will increase with your Spellpower.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 8, 180)), damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 20, 200)/2))
The damage will increase with your Spellpower.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)), damDesc(self, DamageType.PHYSICAL, t.getDamage(self, t)/2))
end,
}
......
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