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Commit a2a303bd authored by dg's avatar dg
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Reduce the level at which runes of shielding start appearing

git-svn-id: http://svn.net-core.org/repos/t-engine4@2381 51575b47-30f0-44d4-a5cc-537603b46e54
parent 4f311928
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...@@ -474,6 +474,7 @@ function _M:changeLevel(lev, zone, keep_old_lev, force_down) ...@@ -474,6 +474,7 @@ function _M:changeLevel(lev, zone, keep_old_lev, force_down)
x, y = self.level.default_down.x, self.level.default_down.y x, y = self.level.default_down.x, self.level.default_down.y
end end
-- Check if there is already an actor at that location, if so move it -- Check if there is already an actor at that location, if so move it
x = x or 1 y = y or 1
local blocking_actor = self.level.map(x, y, engine.Map.ACTOR) local blocking_actor = self.level.map(x, y, engine.Map.ACTOR)
if blocking_actor then if blocking_actor then
local newx, newy = util.findFreeGrid(x, y, 20, true, {[Map.ACTOR]=true}) local newx, newy = util.findFreeGrid(x, y, 20, true, {[Map.ACTOR]=true})
......
...@@ -217,7 +217,7 @@ end ...@@ -217,7 +217,7 @@ end
function _M:getTextualDesc() function _M:getTextualDesc()
local desc = tstring{} local desc = tstring{}
desc:add(("Type: %s / %s"):format(self.type, self.subtype), true) desc:add(("Type: %s / %s"):format(self.type or "unknown", self.subtype or "unknown"), true)
-- Stop here if unided -- Stop here if unided
if not self:isIdentified() then return desc end if not self:isIdentified() then return desc end
......
...@@ -1033,7 +1033,7 @@ newDamageType{ ...@@ -1033,7 +1033,7 @@ newDamageType{
} }
-- Chronomancy damage types -- Chronomancy damage types
newDamageType{ newDamageType{
name = "temporal", type = "TEMPORAL", text_color = "#LIGHT_STEEL_BLUE#", name = "temporal", type = "TEMPORAL", text_color = "#LIGHT_STEEL_BLUE#",
} }
......
...@@ -251,7 +251,7 @@ newEntity{ base = "BASE_RUNE", ...@@ -251,7 +251,7 @@ newEntity{ base = "BASE_RUNE",
newEntity{ base = "BASE_RUNE", newEntity{ base = "BASE_RUNE",
name = "shielding rune", name = "shielding rune",
level_range = {12, 50}, level_range = {5, 50},
rarity = 15, rarity = 15,
cost = 20, cost = 20,
material_level = 3, material_level = 3,
......
...@@ -32,7 +32,7 @@ newTalent{ ...@@ -32,7 +32,7 @@ newTalent{
range = 1, range = 1,
requires_target = true, requires_target = true,
getPercent = function(self, t) return (20 + (self:combatTalentSpellDamage(t, 10, 50)*getParadoxModifier(self, pm))) / 100 end, getPercent = function(self, t) return (20 + (self:combatTalentSpellDamage(t, 10, 50)*getParadoxModifier(self, pm))) / 100 end,
getRadius = function (self, t) return 2 + self:getTalentLevelRaw (t) end, getRadius = function (self, t) return 2 + self:getTalentLevelRaw (t) end,
action = function(self, t) action = function(self, t)
local tg = {type="cone", range=0, radius=t.getRadius(self, t), friendlyfire=false, talent=t} local tg = {type="cone", range=0, radius=t.getRadius(self, t), friendlyfire=false, talent=t}
local x, y = self:getTarget(tg) local x, y = self:getTarget(tg)
...@@ -78,7 +78,7 @@ newTalent{ ...@@ -78,7 +78,7 @@ newTalent{
require = chrono_req3, require = chrono_req3,
points = 5, points = 5,
cooldown = 6, cooldown = 6,
paradox = 10, paradox = 10,
tactical = { tactical = {
ATTACK = 10, ATTACK = 10,
}, },
...@@ -107,7 +107,7 @@ newTalent{ ...@@ -107,7 +107,7 @@ newTalent{
else else
return return
end end
-- Keep the Actor from leveling on return -- Keep the Actor from leveling on return
target.forceLevelup = false target.forceLevelup = false
-- Create an object to time the effect and store the creature -- Create an object to time the effect and store the creature
...@@ -128,7 +128,7 @@ newTalent{ ...@@ -128,7 +128,7 @@ newTalent{
game.level:removeEntity(self) game.level:removeEntity(self)
local mx, my = util.findFreeGrid(self.target.x, self.target.y, 20, true, {[engine.Map.ACTOR]=true}) local mx, my = util.findFreeGrid(self.target.x, self.target.y, 20, true, {[engine.Map.ACTOR]=true})
game.zone:addEntity(game.level, self.target, "actor", mx, my) game.zone:addEntity(game.level, self.target, "actor", mx, my)
game.level.map:redisplay() game.level.map:redisplay()
end end
end, end,
summoner_gain_exp = true, summoner_gain_exp = true,
...@@ -139,7 +139,7 @@ newTalent{ ...@@ -139,7 +139,7 @@ newTalent{
-- Now update the display overlay -- Now update the display overlay
local overlay = engine.Entity.new{ local overlay = engine.Entity.new{
-- image = "terrain/wormhole.png", -- image = "terrain/wormhole.png",
display = '&', color=colors.LIGHT_BLUE, display = '&', color=colors.LIGHT_BLUE, image="object/temporal_instability.png",
display_on_seen = true, display_on_seen = true,
display_on_remember = true, display_on_remember = true,
} }
...@@ -148,7 +148,7 @@ newTalent{ ...@@ -148,7 +148,7 @@ newTalent{
else else
table.append(temporal_instability.add_displays, overlay) table.append(temporal_instability.add_displays, overlay)
end end
self:project(tg, tx, ty, DamageType.TEMPORAL, self:spellCrit(t.getDamage(self, t))) self:project(tg, tx, ty, DamageType.TEMPORAL, self:spellCrit(t.getDamage(self, t)))
-- Remove the target and place the temporal placeholder -- Remove the target and place the temporal placeholder
if not target.dead then if not target.dead then
...@@ -162,7 +162,7 @@ newTalent{ ...@@ -162,7 +162,7 @@ newTalent{
else else
game.logSeen(target, "%s has been killed by the temporal energy!", target.name:capitalize()) game.logSeen(target, "%s has been killed by the temporal energy!", target.name:capitalize())
end end
return true return true
end, end,
info = function(self, t) info = function(self, t)
......
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