diff --git a/game/modules/tome/data/damage_types.lua b/game/modules/tome/data/damage_types.lua index 92bd758d94a682e650edb4d18468798ec00b5d56..b86271006b10418ff142ee4987fdfc965234bcde 100644 --- a/game/modules/tome/data/damage_types.lua +++ b/game/modules/tome/data/damage_types.lua @@ -4151,3 +4151,19 @@ newDamageType{ end end, } + +---new lite light burst for summertide phial +newDamageType{ + name = "#YELLOW#Lite Light#LAST# Burst (radius 1)", type = "LITE_LIGHT_BURST", --text_color = "#YELLOW#", + projector = function(src, x, y, type, dam, state) + state = initState(state) + useImplicitCrit(src, state) + src:project({type="ball", selffire=true, x=x, y=y, radius=1, range=0}, x, y, function(bx, by) -- selffire to lite our tile, reaction check will prevent damage + DamageType:get(DamageType.LITE).projector(src, bx, by, DamageType.LITE, 1, state) -- lite the tiles + local actor = game.level.map(bx, by, Map.ACTOR) + if actor and src:reactionToward(actor) < 0 then -- only deal damage to hostiles + DamageType:get(DamageType.LIGHT).projector(src, bx, by, DamageType.LIGHT, dam, state) + end + end) + end, +}