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Commit 0c6c8209 authored by dg's avatar dg
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Added radius info to many talents that missed it

git-svn-id: http://svn.net-core.org/repos/t-engine4@3786 51575b47-30f0-44d4-a5cc-537603b46e54
parent eaca1c9e
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with 49 additions and 43 deletions
......@@ -96,7 +96,7 @@ newTalent{
local damage = t.getDamage(self, t)
local damageonspot = t.getDamageOnSpot(self, t)
local duration = t.getDuration(self, t)
return ([[Invokes a blast of shadows dealing %0.2f darkness damage and leaving a field that does %0.2f darkness damage per turn for %d turns.
return ([[Invokes a blast of shadows dealing %0.2f darkness damage and leaving a field of radius 3 that does %0.2f darkness damage per turn for %d turns.
The damage will increase with the Magic stat]]):
format(damDesc(self, DamageType.DARKNESS, damage),damDesc(self, DamageType.DARKNESS, damageonspot),duration)
end,
......@@ -132,10 +132,11 @@ newTalent{
info = function(self, t)
local lightdam = t.getLightDamage(self, t)
local darknessdam = t.getDarknessDamage(self, t)
return ([[A surge of twilight pulses from you, doing %0.2f light and %0.2f darkness damage.
local radius = self:getTalentRadius(t)
return ([[A surge of twilight pulses from you, doing %0.2f light and %0.2f darkness damage within radius %d.
It also regenerates both your negative and positive energies.
The damage will increase with the Magic stat]]):
format(damDesc(self, DamageType.LIGHT, lightdam),damDesc(self, DamageType.DARKNESS, darknessdam))
format(damDesc(self, DamageType.LIGHT, lightdam),damDesc(self, DamageType.DARKNESS, darknessdam), radius)
end,
}
......
......@@ -170,7 +170,7 @@ newTalent{
end,
info = function(self, t)
local duration = t.getConfuseDuration(self, t)
return ([[Let out a mental cry that shatters the will of your targets, confusing them for %d turns.
return ([[Let out a mental cry that shatters the will of your targets within radius 3, confusing them for %d turns.
The duration will improve with the Cunning stat.]]):
format(duration)
end,
......
......@@ -102,7 +102,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes %d magical or physical effects from any creatures caught in the area.
return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes %d magical or physical effects from any creatures caught in the radius 3 ball.
The damage will increase with Magic stat.]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 120)), self:getTalentLevelRaw(t))
end,
}
......
......@@ -50,9 +50,9 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You extract corrupted blood from your own body, hitting everything in a frontal cone for %0.2f blight damage.
return ([[You extract corrupted blood from your own body, hitting everything in a frontal cone of radius %d for %0.2f blight damage.
Each affected creature has a %d%% chance of being infected by a random disease doing %0.2f blight damage over 6 turns.
The damage will increase with Magic stat.]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 190)), 20 + self:getTalentLevel(t) * 10, damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 220)))
The damage will increase with Magic stat.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 190)), 20 + self:getTalentLevel(t) * 10, damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 220)))
end,
}
......@@ -108,8 +108,8 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Make the blood of all creatures around you boil, doing %0.2f blight damage and slowing them by 20%%.
The damage will increase with Magic stat.]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 190)))
return ([[Make the blood of all creatures around you in radius %d boil, doing %0.2f blight damage and slowing them by 20%%.
The damage will increase with Magic stat.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 190)))
end,
}
......
......@@ -110,8 +110,8 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Fire bone spears in all directions, hitting all your foes for %0.2f physical damage.
The damage will increase with your Magic stat.]]):format(damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 8, 180)))
return ([[Fire bone spears in all directions, hitting all your foes within radius %d for %0.2f physical damage.
The damage will increase with your Magic stat.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 8, 180)))
end,
}
......
......@@ -47,7 +47,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Hexes your target, dazing it for 3 turns and giving %d%% chance to daze it again each turn for 20 turns.
return ([[Hexes your target, dazing it and everything in a 2 radius ball of it for 3 turns and giving %d%% chance to daze affected targets again each turn for 20 turns.
The chance will increase with Magic stat.]]):format(self:combatTalentSpellDamage(t, 30, 50))
end,
}
......@@ -82,7 +82,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Hexes your target for 20 turns. Each time it uses a resource (stamina, mana, vim, ...) it takes %0.2f fire damage.
return ([[Hexes your target and everything within a radius 2 ball of your target for 20 turns. Each time your affected targets use a resource (stamina, mana, vim, ...) they take %0.2f fire damage.
The damage will increase with Magic stat.]]):format(damDesc(self, DamageType.FIRE, self:combatTalentSpellDamage(t, 4, 90)))
end,
}
......@@ -117,7 +117,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Hexes your target. Each time it does damage it takes %d%% of the same damage for 20 turns.
return ([[Hexes your target and everything within a radius 2 ball of your target. Each time they do damage they take %d%% of the same damage for 20 turns.
The damage will increase with Magic stat.]]):format(self:combatTalentSpellDamage(t, 4, 20))
end,
}
......
......@@ -178,7 +178,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[All your foes infected with a disease enter a catalepsy, stunning them for %d turns and dealing all remaining disease damage instantly.]]):
return ([[All your foes within a radius 2 ball infected with a disease enter a catalepsy, stunning them for %d turns and dealing all remaining disease damage instantly.]]):
format(math.floor(2 + self:getTalentLevel(t) / 2))
end,
}
......@@ -238,7 +238,7 @@ newTalent{
end,
info = function(self, t)
return ([[Infects the target with a very contagious disease doing %0.2f damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
Creatures suffering from that disease will also suffer healing reduction (%d%%).
The damage will increase with your Magic stat, and the spread chance increases with the blight damage.]]):
format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 15, 50)), 40 + self:getTalentLevel(t) * 4)
......
......@@ -135,7 +135,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Strike with each of your weapons, doing %d%% acid weapon damage. If at least one of the strikes hits an acid splash is generated doing %0.2f acid damage.
return ([[Strike with each of your weapons, doing %d%% acid weapon damage. If at least one of the strikes hits an acid splash is generated doing %0.2f acid damage to all targets adjacent to the foe you struck.
The splash damage will increase with your Magic stat.]]):
format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.6), damDesc(self, DamageType.ACID, self:combatTalentSpellDamage(t, 10, 130)))
end,
......
......@@ -147,7 +147,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You breathe ice in a frontal cone. Any target caught in the area will take %0.2f cold damage and has a 25%% to be frozen for a few turns(higher rank enemies will be frozen for a shorter time).
The damage will increase with the Strength stat]]):format(damDesc(self, DamageType.COLD, self:combatTalentStatDamage(t, "str", 30, 430)))
return ([[You breathe ice in a frontal cone of radius %d. Any target caught in the area will take %0.2f cold damage and has a 25%% to be frozen for a few turns(higher rank enemies will be frozen for a shorter time).
The damage will increase with the Strength stat]]):format(self:getTalentRadius(t), damDesc(self, DamageType.COLD, self:combatTalentStatDamage(t, "str", 30, 430)))
end,
}
......@@ -77,8 +77,8 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You summon a powerful gust of wind, knocking back your foes up to 4 titles away and damaging them for %d.
The damage will increase with the Strength stat]]):format(self:combatTalentStatDamage(t, "str", 15, 90))
return ([[You summon a powerful gust of wind, knocking back your foes within a radius of %d up to 4 tiles away and damaging them for %d.
The damage will increase with the Strength stat]]):format(self:getTalentRadius(t), self:combatTalentStatDamage(t, "str", 15, 90))
end,
}
......@@ -160,7 +160,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You breathe fire in a frontal cone. Any target caught in the area will take %0.2f fire damage over 3 turns.
The damage will increase with the Strength stat]]):format(damDesc(self, DamageType.FIRE, self:combatTalentStatDamage(t, "str", 30, 550)))
return ([[You breathe fire in a frontal cone of radius %d. Any target caught in the area will take %0.2f fire damage over 3 turns.
The damage will increase with the Strength stat]]):format(self:getTalentRadius(t), damDesc(self, DamageType.FIRE, self:combatTalentStatDamage(t, "str", 30, 550)))
end,
}
......@@ -145,7 +145,7 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t)
local duration = t.getDuration(self, t)
return ([[You breathe sand in a frontal cone. Any target caught in the area will take %0.2f physical damage and be blinded for %d turns.
The damage will increase with the Strength stat]]):format(damDesc(self, DamageType.PHYSICAL, damage), duration)
return ([[You breathe sand in a frontal cone of radius %d. Any target caught in the area will take %0.2f physical damage and be blinded for %d turns.
The damage will increase with the Strength stat]]):format(self:getTalentRadius(t), damDesc(self, DamageType.PHYSICAL, damage), duration)
end,
}
......@@ -188,8 +188,9 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[You breathe lightning in a frontal cone. Any target caught in the area will take %0.2f to %0.2f lightning damage and can be dazed for 3 turns.
return ([[You breathe lightning in a frontal cone of radius %d. Any target caught in the area will take %0.2f to %0.2f lightning damage and can be dazed for 3 turns.
The damage will increase with the Strength stat]]):format(
self:getTalentRadius(t),
damDesc(self, DamageType.LIGHTNING, damage / 3),
damDesc(self, DamageType.LIGHTNING, damage)
)
......
......@@ -590,7 +590,7 @@ newInscription{
end,
info = function(self, t)
local data = self:getInscriptionData(t.short_name)
return ([[Activate the rune to fire a self-centered acid wave, doing %0.2f acid damage.]]):format(damDesc(self, DamageType.ACID, data.power + data.inc_stat))
return ([[Activate the rune to fire a self-centered acid wave of radius %d, doing %0.2f acid damage.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.ACID, data.power + data.inc_stat))
end,
short_info = function(self, t)
local data = self:getInscriptionData(t.short_name)
......
......@@ -120,9 +120,10 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t)
local stunduration = t.getStunDuration(self, t)
return ([[Conjures up a cone of flame. Any target caught in the area will take %0.2f fire damage and be paralyzed for %d turns.
local radius = self:getTalentRadius(t)
return ([[Conjures up a cone of flame with radius %d. Any target caught in the area will take %0.2f fire damage and be paralyzed for %d turns.
The damage will increase with the Magic stat]]):
format(damDesc(self, DamageType.FIRE, damage), stunduration)
format(radius, damDesc(self, DamageType.FIRE, damage), stunduration)
end,
}
......
......@@ -50,7 +50,7 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Invoke ice shards at the targets in the selected area. Each shard travels slowly and does %0.2f ice damage on impact.
return ([[Invoke ice shards at the targets in the selected area. Each shard travels slowly and does %0.2f ice damage, hitting all adjacent targets on impact.
This spell will never hit the caster.
The damage will increase with the Magic stat]]):
format(damDesc(self, DamageType.COLD, damage))
......@@ -81,9 +81,10 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Blast a wave of cold all around you, doing %0.2f cold damage and freezing creatures to the ground for 4 turns.
local radius = self:getTalentRadius(t)
return ([[Blast a wave of cold all around you with radius %d, doing %0.2f cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act but not move.
The damage will increase with the Magic stat]]):format(damDesc(self, DamageType.COLD, damage))
The damage will increase with the Magic stat]]):format(radius, damDesc(self, DamageType.COLD, damage))
end,
}
......
......@@ -56,8 +56,9 @@ newTalent{
end,
info = function(self, t)
local dam = damDesc(self, DamageType.LIGHTNING, t.getDamage(self, t))
return ([[Lightning emanates from you in a circular wave, doing %0.2f to %0.2f lightning damage and possibly dazing them (75%% chance).
The damage will increase with the Magic stat]]):format(dam / 3, dam)
local radius = self:getTalentRadius(t)
return ([[Lightning emanates from you in a circular wave with radius %d, doing %0.2f to %0.2f lightning damage and possibly dazing them (75%% chance).
The damage will increase with the Magic stat]]):format(radius, dam / 3, dam)
end,
}
......
......@@ -131,9 +131,10 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t)
local duration = t.getDuration(self, t)
return ([[A wall of water rushes out from the caster doing %0.2f cold damage and %0.2f physical damage as well as knocking back targets each turn for %d turns.
local radius = self:getTalentRadius(t)
return ([[A wall of water rushes out from the caster with radius 1, increasing 1 per turn to a maximum eventual radius of %d, doing %0.2f cold damage and %0.2f physical damage as well as knocking back targets each turn for %d turns.
The damage and duration will increase with the Magic stat]]):
format(damDesc(self, DamageType.COLD, damage/2), damDesc(self, DamageType.PHYSICAL, damage/2), duration)
format(radius, damDesc(self, DamageType.COLD, damage/2), damDesc(self, DamageType.PHYSICAL, damage/2), duration)
end,
}
......
......@@ -52,8 +52,9 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[A wave of fire emanates from you, knocking back anything caught inside and setting them ablaze and doing %0.2f fire damage over 3 turns.
The damage will increase with the Magic stat]]):format(damDesc(self, DamageType.FIRE, damage))
local radius = self:getTalentRadius(t)
return ([[A wave of fire emanates from you with radius %d, knocking back anything caught inside and setting them ablaze and doing %0.2f fire damage over 3 turns.
The damage will increase with the Magic stat]]):format(radius, damDesc(self, DamageType.FIRE, damage))
end,
}
......
......@@ -140,8 +140,8 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Shout your warcry in a frontal cone. Any targets caught inside will be confused for %d turns.]]):
format(3 + self:getTalentLevelRaw(t))
return ([[Shout your warcry in a frontal cone of radius %d. Any targets caught inside will be confused for %d turns.]]):
format(self:getTalentRadius(t), 3 + self:getTalentLevelRaw(t))
end,
}
......
......@@ -325,9 +325,8 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You fire multiple shots at the area, doing %d%% damage and stunning your targets for %d turns.
return ([[You fire multiple shots in a circular pattern with radius %d, doing %d%% damage and stunning your targets for %d turns.
Stun chance increase with your Dexterity stat.]])
:format(self:combatTalentWeaponDamage(t, 0.5, 1.5) * 100,
2 + self:getTalentLevelRaw(t))
:format(self:getTalentRadius(t), self:combatTalentWeaponDamage(t, 0.5, 1.5) * 100, 2 + self:getTalentLevelRaw(t))
end,
}
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