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Commit 1ff35d6e authored by dg's avatar dg
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Buffed Endless Woes procs and it also handles Temporal and Mind elements

git-svn-id: http://svn.net-core.org/repos/t-engine4@5961 51575b47-30f0-44d4-a5cc-537603b46e54
parent 6ef20790
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......@@ -81,30 +81,38 @@ uberTalent{
uberTalent{
name = "Endless Woes",
mode = "passive",
require = { special={desc="Dealt over 50000 acid, blight or darkness damage", fct=function(self) return
require = { special={desc="Dealt over 50000 acid, blight, darkness, mind or temporal damage", fct=function(self) return
self.damage_log and (
(self.damage_log[DamageType.ACID] and self.damage_log[DamageType.ACID] >= 50000) or
(self.damage_log[DamageType.BLIGHT] and self.damage_log[DamageType.BLIGHT] >= 50000) or
(self.damage_log[DamageType.DARKNESS] and self.damage_log[DamageType.DARKNESS] >= 50000)
(self.damage_log[DamageType.DARKNESS] and self.damage_log[DamageType.DARKNESS] >= 50000) or
(self.damage_log[DamageType.MIND] and self.damage_log[DamageType.MIND] >= 50000) or
(self.damage_log[DamageType.TEMPORAL] and self.damage_log[DamageType.TEMPORAL] >= 50000)
)
end} },
trigger = function(self, t, target, damtype, dam)
if dam < 150 then return end
if damtype == DamageType.ACID and rng.percent(15) then
target:setEffect(target.EFF_ACID_SPLASH, 5, {src=self, dam=(dam * self:getCun() / 2.5) / 100 / 5, atk=self:getCun() / 2, apply_power=self:combatSpellpower()})
elseif damtype == DamageType.BLIGHT and target:canBe("disease") and rng.percent(10) then
if damtype == DamageType.ACID and rng.percent(20) then
target:setEffect(target.EFF_ACID_SPLASH, 5, {src=self, dam=(dam * self:getCun() / 2.5) / 100 / 5, atk=self:getCun() / 2, apply_power=math.max(self:combatSpellpower(), self:combatMindpower())})
elseif damtype == DamageType.BLIGHT and target:canBe("disease") and rng.percent(20) then
local diseases = {{self.EFF_WEAKNESS_DISEASE, "str"}, {self.EFF_ROTTING_DISEASE, "con"}, {self.EFF_DECREPITUDE_DISEASE, "dex"}}
local disease = rng.table(diseases)
target:setEffect(disease[1], 5, {src=self, dam=(dam * self:getCun() / 2.5) / 100 / 5, [disease[2]]=self:getCun() / 3, apply_power=self:combatSpellpower()})
elseif damtype == DamageType.DARKNESS and target:canBe("blind") and rng.percent(15) then
target:setEffect(target.EFF_BLINDED, 5, {apply_power=self:combatSpellpower()})
target:setEffect(disease[1], 5, {src=self, dam=(dam * self:getCun() / 2.5) / 100 / 5, [disease[2]]=self:getCun() / 3, apply_power=math.max(self:combatSpellpower(), self:combatMindpower())})
elseif damtype == DamageType.DARKNESS and target:canBe("blind") and rng.percent(20) then
target:setEffect(target.EFF_BLINDED, 5, {apply_power=math.max(self:combatSpellpower(), self:combatMindpower())})
elseif damtype == DamageType.TEMPORAL and target:canBe("slow") and rng.percent(20) then
target:setEffect(target.EFF_SLOW, 5, {apply_power=math.max(self:combatSpellpower(), self:combatMindpower()), power=0.3})
elseif damtype == DamageType.MIND and target:canBe("confusion") and rng.percent(20) then
target:setEffect(target.EFF_CONFUSED, 5, {apply_power=math.max(self:combatSpellpower(), self:combatMindpower()), power=20})
end
end,
info = function(self, t)
return ([[Surround yourself with a malovelant aura.
Any acid damage you do has 15%% chances to apply lasting acid that deals %d%% of the initial damage for 5 turns and reduces accuracy by %d.
Any blight damage you do has 10%% chances to cause a random disease that deals %d%% of the initial damage for 5 turns and reducing a stat by %d.
Any darkness damage you do has 15%% chances to blind the target for 5 turns.
Any acid damage you do has 20%% chances to apply lasting acid that deals %d%% of the initial damage for 5 turns and reduces accuracy by %d.
Any blight damage you do has 20%% chances to cause a random disease that deals %d%% of the initial damage for 5 turns and reducing a stat by %d.
Any darkness damage you do has 20%% chances to blind the target for 5 turns.
Any temporal damage you do has 20%% chances to slow (30%%) the target for 5 turns.
Any mind damage you do has 20%% chances to confused (20%%) the target for 5 turns.
This only triggers for hits over 150 damage.
Values increase with Cunning.]])
:format(self:getCun() / 2.5, self:getCun() / 2, self:getCun() / 2.5, self:getCun() / 2)
......
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