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Commit 82086d45 authored by Recaiden's avatar Recaiden
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Fallen feedback from DG

Missing quotation mark
Check if player is sun-paladin when Aeryn sacrifices herself.
Swap in-line status notices to come at the end of the talent descriptions.
parent 17cf30dd
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......@@ -119,7 +119,9 @@ Please, make sure the world is safe.]],
{_t"You will never be forgotten.", action=function(npc, player)
local aeryn = aeryn_alive(npc, player)
game.level:removeEntity(aeryn, true)
game:setAllowedBuild("paladin_fallen", true)
if p.descriptor.subclass == "Sun Paladin" then
game:setAllowedBuild("paladin_fallen", true)
end
player:hasQuest("high-peak"):win("aeryn-sacrifice")
end},
}
......
......@@ -51,7 +51,8 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t)
return ([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target is stunned (#SLATE#Physical power vs. Physical#LAST#) for %d turns and has their bleed resistance reduced by 50%%.
return ([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target is stunned for %d turns and has their bleed resistance reduced by 50%%.
The stun chance increases with your Physical Power.
#{italic}#It may not bleed, exactly, but you'll make it hurt.#{normal}#]])
:tformat(100 * damage, t.getDuration(self, t))
......
......@@ -188,11 +188,12 @@ newTalent{
if not target then return end
if not hitted then return end
if target:canBe('cut') then
target:setEffect(target.EFF_CUT, 5, {power=dam * t.getBleed(self, t) / 5, src=self})
target:setEffect(target.EFF_CUT, 5, {power=dam * t.getBleed(self, t) / 5, src=self, apply_power=self:combatPhysicalpower()})
end
end,
info = function(self, t)
return ([[Your melee attacks also cause the target to bleed (#SLATE#Physical power vs. Physical#LAST#) for %d%% of the damage dealt over five turns.
return ([[Your melee attacks also cause the target to bleed for %d%% of the damage dealt over five turns.
The bleed chance increases with your Physical Power.
Each point in Bloodstained talents reduces the amount of damage you take from bleed effects by 2%%]]):
tformat(t.getBleed(self, t)*100)
......
......@@ -124,9 +124,10 @@ newTalent{
local burn = t.getStrength(self, t)
local cost = t.getPrice(self, t)
local dur = t.getDuration(self, t)
return ([[When you kill an enemy, their death forms a cursed magical pattern on the ground. This creates a circle of radius %d which blinds enemies (#SLATE#Spellpower vs. Magical#LAST#) and deals them %d light damage, while giving you %d positive energy per turn. The circle lasts for %d turns.
return ([[When you kill an enemy, their death forms a cursed magical pattern on the ground. This creates a circle of radius %d which blinds enemies and deals them %d light damage, while giving you %d positive energy per turn. The circle lasts for %d turns.
The damage will increase with your Spellpower.
The duration of the circle can be increased by a critical hit.
The blind chance increases with your Spellpower.
You can activate this talent to draw the pattern in your own blood, creating it underneath you at the cost of %d%% of your maximum life.
]]):tformat(rad, damDesc(self, DamageType.LIGHT, burn), 2, dur, cost)
end,
......@@ -166,7 +167,8 @@ newTalent{
end,
info = function(self, t)
return ([[Dooms your target and everything within a radius 2 ball around it for 20 turns. Each time an affected target uses a talent, it takes %0.2f physical damage as its life is drawn out. In addition, any bleed applied to the target will have its power increased by %d%%.
The damage will increase with your Spellpower.]]):
The damage will increase with your Spellpower.
The chance to apply will increase with your Spellpower.]]):
tformat(damDesc(self, DamageType.PHYSICAL, t.getPower(self, t)), t.getBleedIncrease(self, t)*100)
end,
}
......@@ -255,6 +257,7 @@ newTalent{
local minimum = t.getMinHeal(self, t)
local extension = t.getExtension(self, t)
return ([[Draw on the wounds of nearby enemies, healing yourself and putting them into a merciful sleep.
The sleep chance increases with your Spellpower.
You are healed for %d%% of the remaining damage of bleed effects on enemies in range (minimum %d per bleed). Enemies fall asleep for %d turns longer than their longest-lasting bleed, rendering them unable to act. The strength of the sleep effect is based on the strength of the bleed. Excess damage will reduce their sleep duration.
When the sleep ends, each target will benefit from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50%% sleep immunity.]]):tformat(conversion, minimum, extension)
......
......@@ -299,7 +299,7 @@ uberTalent{
name = "Fallen", image="talents/splatter_sigils.png",
require = {
birth_descriptors={{"subclass", "Sun Paladin"}},
special={desc=_tUnlocked the Fallen evolution", fct=function(self) return profile.mod.allow_build.paladin_fallen end},
special={desc=_t"Unlocked the Fallen evolution", fct=function(self) return profile.mod.allow_build.paladin_fallen end},
stat = {mag=25},
},
is_class_evolution = "Sun Paladin",
......
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