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Commit 62cbfa49 authored by Lisa Greene's avatar Lisa Greene
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Slightly buff glyphs by making them no longer prioritize your own position

parent 4080db5a
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......@@ -79,22 +79,18 @@ newTalent{
return true
end
-- Prioritize self, else pick a random valid target
local target
if valid_for_glyph(self) then
target = self
else
local tgts = {}
local grids = core.fov.circle_grids(self.x, self.y, self:getTalentRange(t), true)
for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do
local a = game.level.map(x, y, Map.ACTOR)
if a and self:reactionToward(a) < 0 and valid_for_glyph(a) then
tgts[#tgts+1] = a
end
end end
if #tgts < 1 then return nil end
target = rng.tableRemove(tgts)
end
local tgts = {}
local grids = core.fov.circle_grids(self.x, self.y, self:getTalentRange(t), true)
for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do
local a = game.level.map(x, y, Map.ACTOR)
if a and self:reactionToward(a) < 0 and valid_for_glyph(a) then
tgts[#tgts+1] = a
end
end end
if #tgts < 1 then return nil end
target = rng.tableRemove(tgts)
-- Set cooldown after we think a glyph can be placed
p.glyphs_last_turn = game.turn
......@@ -347,7 +343,7 @@ end
local dist = t.getTwilightKnockback(self, t)
return ([[When one of your spells goes critical, you bind glyphs in radius 1 centered on a random target in range %d at the cost of 5 positive and 5 negative energy.
Glyphs last for %d turns and cause various effects when an enemy enters their grid.
Glyphs will only spawn on enemies that aren't adjacent to an existing glyph and will prioritize your own position if it is valid.
Glyphs will only spawn on enemies that aren't adjacent to an existing glyph.
This can only happen every %d game turns.
Glyph effects will scale with your Spellpower.
......
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