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Commit 6523a615 authored by Sheila's avatar Sheila
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Remove movespeed malus from Stone Vines

parent aaa965bd
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1 merge request!540Misc tweaks
......@@ -29,8 +29,6 @@ newTalent{
tactical = { ATTACK = { PHYSICAL = 2 }, BUFF = 2, DISABLE = { pin = 2 } },
radius = function(self, t) return math.floor(self:combatTalentScale(t, 4.5, 6.5)) end,
getValues = function(self, t) return math.floor(self:combatTalentScale(t, 5, 9)), self:combatTalentStatDamage(t, "wil", 3, 50), self:knowTalent(self.T_ELDRITCH_VINES) and self:callTalent(self.T_ELDRITCH_VINES, "getDamage") or nil end,
callbackOnRest = function(self, t) self:forceUseTalent(t.id, {ignore_cooldown=true, ignore_energy=true}) end,
callbackOnRun = function(self, t) self:forceUseTalent(t.id, {ignore_cooldown=true, ignore_energy=true}) end,
callbackOnActBase = function(self, t)
local p = self:isTalentActive(t.id)
local rad = self:getTalentRadius(t)
......@@ -57,12 +55,10 @@ newTalent{
end,
activate = function(self, t)
return {
movid = self:addTemporaryValue("movement_speed", -0.5),
particle = self:addParticles(Particles.new("stonevine_static", 1, {})),
}
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("movement_speed", p.movid)
self:removeParticles(p.particle)
return true
end,
......@@ -72,12 +68,10 @@ newTalent{
local xs = arcanedam and (" and %0.1f Arcane"):format(damDesc(self, DamageType.ARCANE, arcanedam)) or ""
return ([[From the ground around you, you form living stone vines extending from your feet.
Each turn, the vines will attempt to seize a random target within radius %d.
Affected creatures are pinned to the ground and take %0.1f Physical%s damage each turn for %d turns.
Affected creatures are pinned to the ground and take %0.1f nature%s damage each turn for %d turns.
A creature entangled by the vines will have a chance to break free each turn, and will automatically succeed if it is more than %d grids away from you.
The chance to affect targets and damage increase with talent level and Willpower.
While stone vines are active your movement speed is reduced by 50%%.
Aautomatically disabled when you run or rest.]]):
format(rad, damDesc(self, DamageType.PHYSICAL, dam), xs, turns, rad+4)
The chance to affect targets and damage increase with talent level and Willpower.]]):
format(rad, damDesc(self, DamageType.NATURE, dam), xs, turns, rad+4)
end,
}
......@@ -160,7 +154,7 @@ newTalent{
if not x or not y or not target then return nil end
if not target:hasEffect(target.EFF_STONE_VINE) then return nil end
DamageType:get(DamageType.PHYSICAL).projector(self, target.x, target.y, DamageType.PHYSICAL, 80 + self:combatTalentStatDamage(t, "wil", 40, 330))
DamageType:get(DamageType.NATURE).projector(self, target.x, target.y, DamageType.NATURE, 80 + self:combatTalentStatDamage(t, "wil", 40, 330))
if target.dead then return true end
......@@ -178,7 +172,7 @@ newTalent{
end,
info = function(self, t)
return ([[Merge your target (within range %d) with one of your stone vines that has seized it, forcing it to traverse the vine and reappear near you.
Merging with the stone is detrimental for the target, dealing %0.1f physical damage.
Merging with the stone is detrimental for the target, dealing %0.1f nature damage.
The damage will increases with your Willpower.]])
:format(self:getTalentRange(t), 80 + self:combatTalentStatDamage(t, "wil", 40, 330))
end,
......
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