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Commit 9054d762 authored by Eric Wykoff's avatar Eric Wykoff
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fix singularity arrow too

parent 24a24576
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1 merge request!123Chrono wrap up
......@@ -166,9 +166,9 @@ newTalent{
radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.3, 3.7)) end,
speed = 'archery',
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 290, getParadoxSpellpower(self, t)) end,
getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 230, getParadoxSpellpower(self, t)) end,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, selffire=false}
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t}
end,
on_pre_use = function(self, t, silent) if not doWardenPreUse(self, "bow") then if not silent then game.logPlayer(self, "You require a bow to use this talent.") end return false end return true end,
archery_onhit = function(self, t, target, x, y)
......@@ -210,7 +210,9 @@ newTalent{
-- 25% bonus damage per target beyond the first
local dam = self:spellCrit(t.getDamageAoE(self, t))
dam = dam + math.min(dam, dam*(#tgts-1)/4)
if #tgts > 0 then
dam = dam + math.min(dam, dam*(#tgts-1)/4)
end
-- Project our damage last based on number of targets hit
self:project(tg, x, y, function(px, py)
......@@ -244,7 +246,7 @@ newTalent{
local damage = t.getDamage(self, t) * 100
local radius = self:getTalentRadius(t)
local aoe = t.getDamageAoE(self, t)
return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures aside from you in a radius of %d and inflict %0.2f physical damage.
return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures in a radius of %d and inflict %0.2f physical damage.
Each target moved beyond the first deals an additional %0.2f physical damage (up to %0.2f bonus damage).
Targets take reduced damage the further they are from the epicenter (20%% less per tile).
The additional damage scales with your Spellpower.]])
......
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