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Commit 834849ad authored by DarkGod's avatar DarkGod
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Merge branch 'MindslayerCorrections' into 'master'

Mindslayer corrections

That should fix up all the issues now.

Well, except for the lack of decent equipment. :P
parents 78621923 55bdb8dd
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......@@ -706,23 +706,6 @@ function _M:act()
end
end
-- Conduit talent prevents all auras from cooling down
if self:isTalentActive(self.T_CONDUIT) then
local auras = self:isTalentActive(self.T_CONDUIT)
if auras.k_aura_on then
local t_kinetic_aura = self:getTalentFromId(self.T_KINETIC_AURA)
self:startTalentCooldown(self.T_KINETIC_AURA, t_kinetic_aura.cooldown(self, t))
end
if auras.t_aura_on then
local t_thermal_aura = self:getTalentFromId(self.T_THERMAL_AURA)
self:startTalentCooldown(self.T_THERMAL_AURA, t_thermal_aura.cooldown(self, t))
end
if auras.c_aura_on then
local t_charged_aura = self:getTalentFromId(self.T_CHARGED_AURA)
self:startTalentCooldown(self.T_CHARGED_AURA, t_charged_aura.cooldown(self, t))
end
end
if self:attr("paralyzed") then
self.paralyzed_counter = (self.paralyzed_counter or 0) + (self:attr("stun_immune") or 0) * 100
if self.paralyzed_counter < 100 then
......
......@@ -943,9 +943,10 @@ function _M:restCheck()
if self.resting.wait_cooldowns then
for tid, cd in pairs(self.talents_cd) do
if self:isTalentActive(self.T_CONDUIT) and (tid == self.T_KINETIC_AURA or tid == self.T_CHARGED_AURA or tid == self.T_THERMAL_AURA) then
-- if self:isTalentActive(self.T_CONDUIT) and (tid == self.T_KINETIC_AURA or tid == self.T_CHARGED_AURA or tid == self.T_THERMAL_AURA) then
-- nothing
elseif self.talents_auto[tid] then
-- else
if self.talents_auto[tid] then
-- nothing
else
if cd > 0 then return true end
......
......@@ -451,30 +451,6 @@ local function archery_projectile(tx, ty, tg, self, tmp)
end
end
-- Conduit (Psi)
if hitted and not target.dead and self:knowTalent(self.T_CONDUIT) and self:isTalentActive(self.T_CONDUIT) and self:attr("use_psi_combat") then
local t = self:getTalentFromId(self.T_CONDUIT)
--t.do_combat(self, t, target)
local mult = 1 + 0.2*(self:getTalentLevel(t))
local auras = self:isTalentActive(t.id)
if auras.k_aura_on then
local k_aura = self:getTalentFromId(self.T_KINETIC_AURA)
local k_dam = mult * k_aura.getAuraStrength(self, k_aura)
DamageType:get(DamageType.PHYSICAL).projector(self, target.x, target.y, DamageType.PHYSICAL, k_dam, tmp)
end
if auras.t_aura_on then
local t_aura = self:getTalentFromId(self.T_THERMAL_AURA)
local t_dam = mult * t_aura.getAuraStrength(self, t_aura)
DamageType:get(DamageType.FIRE).projector(self, target.x, target.y, DamageType.FIRE, t_dam, tmp)
end
if auras.c_aura_on then
local c_aura = self:getTalentFromId(self.T_CHARGED_AURA)
local c_dam = mult * c_aura.getAuraStrength(self, c_aura)
DamageType:get(DamageType.LIGHTNING).projector(self, target.x, target.y, DamageType.LIGHTNING, c_dam, tmp)
end
end
-- Regen on being hit
if hitted and not target.dead and target:attr("stamina_regen_when_hit") then target:incStamina(target.stamina_regen_when_hit) end
if hitted and not target.dead and target:attr("mana_regen_when_hit") then target:incMana(target.mana_regen_when_hit) end
......
......@@ -122,10 +122,13 @@ function _M:attackTarget(target, damtype, mult, noenergy, force_unharmed)
end
if not target.turn_procs.warding_weapon and target:knowTalent(target.T_WARDING_WEAPON) and target:getTalentLevelRaw(target.T_WARDING_WEAPON) >= 5
and rng.percent(target:callTalent(target.T_WARDING_WEAPON, "getChance")) and target:getPsi() >= 15 then
target:setEffect(target.EFF_WEAPON_WARDING, 1, {})
target.turn_procs.warding_weapon = true
target:incPsi(-15)
and rng.percent(target:callTalent(target.T_WARDING_WEAPON, "getChance")) then
local t = self:getTalentFromId(self.T_WARDING_WEAPON)
if target:getPsi() >= t.psi then
target:setEffect(target.EFF_WEAPON_WARDING, 1, {})
target.turn_procs.warding_weapon = true
target:incPsi(-t.psi)
end
end
-- Change attack type if using gems
......
......@@ -174,7 +174,7 @@ newTalent{
local chance, spread = t.getEvasion(self, t)
return {
chance = self:addTemporaryValue("projectile_evasion", chance),
slow = self:addTemporaryValue("slow_projectiles", slow),
slow = self:addTemporaryValue("slow_projectiles", chance),
spread = self:addTemporaryValue("projectile_evasion_spread", spread),
}
end,
......
......@@ -168,7 +168,7 @@ newTalent{
local dam=self:mindCrit(t.getDamage(self, t))
local dam1 = dam * (self:getMaxPsi() - self:getPsi()) / self:getMaxPsi()
local dam2 = dam * self:getPsi() / self:getMaxPsi()
local dam2 = dam * self:getPsi() / self:getMaxPsi() * 2
self:project(tg, x, y, DamageType.COLD, dam1)
self:project(tg, x, y, DamageType.FIRE, dam2)
......
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