diff --git a/game/modules/tome/data/talents/celestial/sunlight.lua b/game/modules/tome/data/talents/celestial/sunlight.lua index f0f9b6b8c2d984905cca9117c3c67d492eaddf26..ec4cba64feb814be92b34fec3f7042d420698285 100644 --- a/game/modules/tome/data/talents/celestial/sunlight.lua +++ b/game/modules/tome/data/talents/celestial/sunlight.lua @@ -187,67 +187,3 @@ newTalent{ The burst of sunlight will deal %d light damage to all within radius %d.]]):format(t.getPower(self, t)*100, t.getDuration(self, t), damDesc(self, DamageType.LIGHT, t.getDamage(self, t)), self:getTalentRadius(t)) end, } - - -newTalent{ - name = "Sunburst", - type = {"celestial/sunlight", 4}, - require = divi_req4, - points = 5, - random_ego = "attack", - cooldown = 15, - positive = 15, - tactical = { ATTACKAREA = {LIGHT = 2} }, - range = 0, - radius = 6, - direct_hit = true, - target = function(self, t) - return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=false, talent=t} - end, - getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 200) end, - getDotDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 50) end, - getConversion = function(self, t) return math.min(100, self:combatTalentScale(t, 15, 100)) end, - - getDuration = function(self, t) return 6 end, - - action = function(self, t) - local tg = self:getTalentTarget(t) - self:project(tg, self.x, self.y, function(px, py) - local target = game.level.map(px, py, Map.ACTOR) - if not target then return end - - DamageType:get(DamageType.LIGHT).projector(self, px, py, DamageType.LIGHT, self:spellCrit(t.getDamage(self, t))) - - if not target:hasEffect(target.EFF_SUNBURST) then target:setEffect(target.EFF_SUNBURST, t.getDuration(self, t), {src=self, dotDam=t.getDotDamage(self, t), conversion=t.getConversion(self, t)}) end - end) - - if self:hasEffect(self.EFF_DARKEST_LIGHT) then - game.level.map:particleEmitter(self.x, self.y, tg.radius, "shadow_flash", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y}) - else - game.level.map:particleEmitter(self.x, self.y, tg.radius, "sunburst", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y}) - end - game:playSoundNear(self, "talents/fireflash") - return true - end, - - info = function(self, t) - local damage = t.getDamage(self, t) - local radius = self:getTalentRadius(t) - local dotDamage = t.getDotDamage(self, t) - local conversion = t.getConversion(self, t) - local duration = t.getDuration(self, t) - if self:hasEffect(self.EFF_DARKEST_LIGHT) then - sbDescTT = "starlight" - sbDamTypeTT = "#GREY#Darkness#LAST#" - sbDamTypeForm = DARKNESS - else - sbDescTT = "sunlight" - sbDamTypeTT = "#YELLOW#Light#LAST#" - sbDamTypeForm = LIGHT - end - return ([[Conjures a furious burst of %s, dealing %d %s damage to all within radius %d. - Those affected will be afflicted with a searing %s, dealing %d %s damage every turn and converting %d%% of all their damage to %s for %d turns. - If darkest light is active, the damage and conversion will be darkness. - The damage will increase with your Spellpower.]]):format(sbDescTT, damDesc(self, DamageType.sbDamTypeTT, damage), sbDamTypeTT, radius, sbDescTT, dotDamage, sbDamTypeTT, conversion, sbDamTypeTT, duration) - end, -}