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Commit 26942eec authored by Chris Davidson's avatar Chris Davidson
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Add "charge" displays for various effect damage per turn, stack count, etc

parent ca9c5079
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1 merge request!443Effect changes
......@@ -68,6 +68,7 @@ newEffect{
name = "CONFUSED", image = "effects/confused.png",
desc = "Confused",
long_desc = function(self, eff) return ("The target is confused, acting randomly (chance %d%%) and unable to perform complex actions."):format(eff.power) end,
charges = function(self, eff) return (tostring(eff.power).."%") end,
type = "mental",
subtype = { confusion=true },
status = "detrimental",
......@@ -296,6 +297,7 @@ newEffect{
desc = "Confused by the gloom",
long_desc = function(self, eff) return ("The gloom has confused the target, making it act randomly (%d%% chance) and unable to perform complex actions."):format(eff.power) end,
type = "mental",
charges = function(self, eff) return (tostring(eff.power).."%") end,
subtype = { gloom=true, confusion=true },
status = "detrimental",
parameters = { power = 10 },
......@@ -943,6 +945,7 @@ newEffect{
type = "mental",
subtype = { madness=true, confusion=true, power=50 },
status = "detrimental",
charges = function(self, eff) return (tostring(eff.power).."%") end,
parameters = { power=10 },
on_gain = function(self, err) return "#F53CBE##Target# is lost in madness!", "+Confused" end,
on_lose = function(self, err) return "#Target# overcomes the madness", "-Confused" end,
......@@ -2317,6 +2320,7 @@ newEffect{
type = "mental",
subtype = { confusion=true },
status = "detrimental",
charges = function(self, eff) return (tostring(eff.confuse).."%") end,
on_gain = function(self, err) return "#Target# higher mental functions have been imparied.", "+Lobotomized" end,
on_lose = function(self, err) return "#Target#'s regains its senses.", "-Lobotomized" end,
parameters = { power=1, confuse=10, dam=1 },
......
......@@ -98,6 +98,7 @@ newEffect{
name = "INFUSION_COOLDOWN", image = "effects/infusion_cooldown.png",
desc = "Infusion Saturation",
long_desc = function(self, eff) return ("The more you use infusions, the longer they will take to recharge (+%d cooldowns)."):format(eff.power) end,
charges = function(self, eff) return eff.power end,
type = "other",
subtype = { infusion=true },
status = "detrimental",
......@@ -114,6 +115,7 @@ newEffect{
name = "RUNE_COOLDOWN", image = "effects/rune_cooldown.png",
desc = "Runic Saturation",
long_desc = function(self, eff) return ("The more you use runes, the longer they will take to recharge (+%d cooldowns)."):format(eff.power) end,
charges = function(self, eff) return eff.power end,
type = "other",
subtype = { rune=true },
status = "detrimental",
......
......@@ -124,6 +124,7 @@ newEffect{
name = "CUT", image = "effects/cut.png",
desc = "Bleeding",
long_desc = function(self, eff) return ("Huge cut that bleeds, doing %0.2f physical damage per turn."):format(eff.power) end,
charges = function(self, eff) return (math.floor(eff.power)) end,
type = "physical",
subtype = { wound=true, cut=true, bleed=true },
status = "detrimental",
......@@ -221,6 +222,7 @@ newEffect{
name = "POISONED", image = "effects/poisoned.png",
desc = "Poison",
long_desc = function(self, eff) return ("The target is poisoned, taking %0.2f nature damage per turn."):format(eff.power) end,
charges = function(self, eff) return (math.floor(eff.power)) end,
type = "physical",
subtype = { poison=true, nature=true }, no_ct_effect = true,
status = "detrimental",
......@@ -421,6 +423,7 @@ newEffect{
name = "BURNING", image = "talents/flame.png",
desc = "Burning",
long_desc = function(self, eff) return ("The target is on fire, taking %0.2f fire damage per turn."):format(eff.power) end,
charges = function(self, eff) return (math.floor(eff.power)) end,
type = "physical",
subtype = { fire=true },
status = "detrimental",
......@@ -444,7 +447,8 @@ newEffect{
newEffect{
name = "BURNING_SHOCK", image = "talents/flameshock.png",
desc = "Burning Shock",
long_desc = function(self, eff) return ("The target is on fire, taking %0.2f fire damage per turn, reducing damage by 50%%, putting 4 random talents on cooldown and reducing movement speed by 50%%. While stunned talents cooldown twice as slow."):format(eff.power) end,
long_desc = function(self, eff) return ("The target is on fire, taking %0.2f fire damage per turn, reducing damage by 70%%, putting 4 random talents on cooldown and reducing movement speed by 50%%. While flameshocked talents do not cooldown."):format(eff.power) end,
charges = function(self, eff) return (math.floor(eff.power)) end,
type = "physical",
subtype = { fire=true, stun=true },
status = "detrimental",
......@@ -620,7 +624,8 @@ newEffect{
newEffect{
name = "SLOW", image = "talents/slow.png",
desc = "Slow",
long_desc = function(self, eff) return ("Reduces global action speed by %d%%."):format(eff.power * 100) end,
long_desc = function(self, eff) return ("Reduces global action speed by %d%%."):format(math.floor(eff.power * 100)) end,
charges = function(self, eff) return (math.floor(eff.power * 100)) end,
type = "physical",
subtype = { slow=true },
status = "detrimental",
......@@ -3214,6 +3219,7 @@ newEffect{
local leeching = eff.leeching > 0 and (" The source of this effect receives healing equal to %d%% of the damage it deals to the target."):format(eff.leeching) or ""
return ("The target is poisoned, taking %0.2f nature damage per turn.%s%s%s%s%s"):format(eff.power, insidious, numbing, crippling, volatile, leeching)
end,
charges = function(self, eff) return (math.floor(eff.power)) end,
type = "physical",
subtype = { poison=true, nature=true }, no_ct_effect = true,
status = "detrimental",
......
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