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Commit 17426046 authored by Chris Davidson's avatar Chris Davidson Committed by Tawny Harte
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Limit Circle durations and radii a bit above player TLs

Just something I've been doing in general.
parent a12b587b
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1 merge request!5451.6 anorithil revisions2
......@@ -29,9 +29,9 @@ newTalent{
tactical = { DEFEND = 1, ATTACKAREA = {DARKNESS = 1} },
tactical_imp = { SELF = {DEFEND = 1}, ATTACKAREA = {DARKNESS = 1} }, -- debugging transitional
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 4, 30) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
getDuration = function(self, t) return math.min(10, math.floor(self:combatTalentScale(t, 4, 8))) end,
range = 0,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 4.5)) end,
radius = function(self, t) return math.min(5, math.floor(self:combatTalentScale(t, 2.5, 4.5))) end,
target = function(self, t) -- for AI only
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false}
end,
......@@ -100,9 +100,9 @@ newTalent{
if target:attr("has_arcane_knowledge") then return 2 end
end}
},
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
getDuration = function(self, t) return math.min(10, math.floor(self:combatTalentScale(t, 4, 8))) end,
range = 0,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 4.5)) end,
radius = function(self, t) return math.min(5, math.floor(self:combatTalentScale(t, 2.5, 4.5))) end,
target = function(self, t) -- for AI only
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire = false}
end,
......@@ -140,9 +140,9 @@ newTalent{
no_energy = true,
tactical = { DEFEND = 0.5, ESCAPE = 1, ATTACKAREA = {LIGHT = 0.5, DARKNESS = 0.5} },
tactical_imp = { SELF = {DEFEND = 0.5}, ESCAPE = {knockback = 1}, ATTACKAREA = {LIGHT = 0.5, DARKNESS = 0.5} }, -- debugging transitional
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
getDuration = function(self, t) return math.min(10, math.floor(self:combatTalentScale(t, 4, 8))) end,
range = 0,
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.5, 4.5)) end,
radius = function(self, t) return math.min(5, math.floor(self:combatTalentScale(t, 2.5, 4.5))) end,
target = function(self, t) -- for AI only
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false}
end,
......
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