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Commit 9a268bb9 authored by Chris Davidson's avatar Chris Davidson
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Minor fixes

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......@@ -116,8 +116,8 @@ newEntity{
wielder = {
combat_spellpower = resolvers.mbonus_material(5, 3),
combat_def = resolvers.mbonus_material(15, 10),
damage_shield_penetrate = resolvers.mbonus_material(30, 10),
shield_factor=resolvers.mbonus_material(20, 5),
damage_shield_penetrate = resolvers.mbonus_material(20, 10),
shield_factor=resolvers.mbonus_material(15, 5),
},
}
......
......@@ -98,7 +98,7 @@ newTalent{
local speed = t.getPassiveSpeed(self, t)
return ([[Unleash raw, chaotic elemental damage upon your enemy.
You strike your enemy for %d%% weapon damage in one of blinding sand, disarming acid, freezing and slowing ice, dazing lightning or stunning flames, with equal odds.
Additionally, you will cause a burst that deals %0.2f of that damage to enemies in radius %d, regardless of if you hit with the blow.
Additionally, you will cause a burst that deals %0.2f of that damage to creatures in radius %d, regardless of if you hit with the blow.
Levels in Prismatic Slash increase your Physical and Mental attack speeds by %d%%.
This talent will also attack with your shield, if you have one equipped.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 2.0), burstdamage, radius, 100*speed)
......
......@@ -195,9 +195,7 @@ uberTalent{
#YELLOW#Mind:#LAST# Confuses (power %d%%) for 5 turns.
Each effect can only happen once per 12 player turns. This does not count as a typical cooldown.
The damage and effect power increase with your Cunning, the threshold with your level, and the apply power is the highest of your mind or spell power.
%s]])
:format(t.getThreshold(self, t), t.getDamage(self, t), self:getTalentRadius(t), t.getAcid(self, t), blight_dam, blight_disease, t.getDarkness(self, t), t.getTemporal(self, t), t.getMind(self, t), str)
end,
......@@ -265,7 +263,7 @@ uberTalent{
range = 10,
radius = 3,
getThreshold = function(self, t) return 16*self.level end,
getDamage = function(self, t) return self:combatStatScale("cun", 10, 250) end,
getDamage = function(self, t) return self:combatStatScale("cun", 10, 350) end,
doProject = function(self, t, damtype, part)
local tgts = {}
-- Find everything nearby and pick one at random
......@@ -282,11 +280,6 @@ uberTalent{
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, friendlyfire=false, talent=t}
game.level.map:particleEmitter(target.x, target.y, tg.radius, part, {radius=tg.radius})
self:projectSource(tg, target.x, target.y, damtype, t.getDamage(self, t), nil, t)
--self:projectSource(tg, target.x, target.y, function(tx, ty)
-- local target = game.level.map(tx, ty, Map.ACTOR)
-- if not target or target == self then return end
-- DamageType:get(damtype).projector(self, tx, ty, damtype, t.getDamage(self, t))
--end)
end,
callbackOnRest = function(self, t) self.elemental_surge = nil end, -- No storing damage out of combat
callbackOnRun = function(self, t) self.elemental_surge = nil end,
......@@ -354,16 +347,15 @@ uberTalent{
return ([[Surround yourself with an elemental aura that stores damage you deal.
Whenever you have stored %d damage of one type you unleash a powerful blast at a random enemy dealing %d damage of that type in radius %d and granting you one of the following effects:
Physical: Cleanse 1 physical debuff and grant immunity to physical debuffs for 2 turns.
Physical: Cleanses 1 physical debuff and grant immunity to physical debuffs for 2 turns.
#PURPLE#Arcane:#LAST# Increases your mind and spell action speeds by 30%% for 3 turns.
#LIGHT_RED#Fire:#LAST# Increases all damage dealt by %d%% for 3 turns.
#1133F3#Cold:#LAST# Turn your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
#1133F3#Cold:#LAST# Turns your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
#ROYAL_BLUE#Lightning:#LAST# Increases your movement speed by %d%% for 3 turns.
#YELLOW#Light:#LAST# Reduce all cooldowns by 20%% for 3 turns.
#LIGHT_GREEN#Nature:#LAST# Cleanse 1 magical debuff and grant immunity to magical debuffs for 2 turns.
#YELLOW#Light:#LAST# Reduces all cooldowns by 20%% for 3 turns.
#LIGHT_GREEN#Nature:#LAST# Cleanses 1 magical debuff and grant immunity to magical debuffs for 2 turns.
Each effect can only happen once per 12 player turns. This does not count as a typical cooldown.
The damage and some effect powers increase with your Cunning and the threshold with your level.
%s]])
:format(t.getThreshold(self, t), t.getDamage(self, t), self:getTalentRadius(t), t.getFire(self, t), cold.armor, cold.dam, t.getLightning(self, t), str)
......
......@@ -140,8 +140,7 @@ uberTalent{
Lava is created in radius 3 around the impact dealing %0.2f fire damage per turn for 8 turns. This will overwrite tiles that already have modified terrain.
You and your allies take no damage from either effect.
Additionally, your fire damage and penetration will now use your highest type if that value would be greater.
Additionally, your fire damage bonus and resistance penetration is set to your current highest damage bonus and resistance penetration. This applies to all fire damage you deal.
The damage scales with your Spellpower or Mindpower.]])
:format(damDesc(self, DamageType.FIRE, dam), damDesc(self, DamageType.PHYSICAL, dam), damDesc(self, DamageType.FIRE, t.getLava(self, t)))
end,
......
......@@ -78,7 +78,13 @@ newEntity{ define_as = "BROTOQ",
-- Remove free melee; poor brotoq
forbid_corrupted_strength_blow = 0,
-- Override the recalculated AI tactics to avoid problematic kiting in the early game
on_added_to_level = function(self)
if self.level <= 16 then
self.ai_tactic.escape = 0
end
end,
on_die = function(self, who)
game.player:resolveSource():setQuestStatus("start-dwarf", engine.Quest.COMPLETED, "brotoq")
end,
......
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