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Commit ad1c47f9 authored by Tawny Harte's avatar Tawny Harte
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gloom/mind rot: no longer crits twice, fixed info

parent ae2cfa00
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......@@ -39,7 +39,7 @@ newTalent{
cooldown = 0,
range = 3,
no_energy = true,
tactical = { BUFF = 5 },
tactical = { BUFF = 5 },
getChance = function(self, t) return math.min(25, self:combatScale(self:getTalentLevel(t), 7, 1, 15, 6.5) * math.max(1, self:combatScale(self.combat_mindspeed, 1, 1, 1.35, 1.5))) end,
getMindpower = gloomTalentsMindpower,
getDuration = function(self, t)
......@@ -60,9 +60,9 @@ newTalent{
-- all gloom effects are handled here
local tWeakness = self:getTalentFromId(self.T_WEAKNESS)
local tDismay = self:getTalentFromId(self.T_DISMAY)
local mindpower = self:combatMindpower()
local grids = core.fov.circle_grids(self.x, self.y, self:getTalentRange(tGloom), true)
for x, yy in pairs(grids) do
for y, _ in pairs(grids[x]) do
......@@ -75,7 +75,7 @@ newTalent{
game.logPlayer(self, "#F53CBE#Your heart hardens as a powerful foe enters your gloom! (+%d hate)", hateGain)
target.gloom_hate_bonus = true
end
-- Gloom
if self:getTalentLevel(tGloom) > 0 and rng.percent(tGloom.getChance(self, tGloom)) and target:checkHit(mindpower, target:combatMentalResist(), 5, 95, 15) then
local effect = rng.range(1, 3)
......@@ -176,13 +176,14 @@ newTalent{
callbackOnActEnd = function(self, t)
if self:isTalentActive(self.T_GLOOM) and t.hasFoes(self) then
local tg = self:getTalentTarget(t)
self:projectSource(tg, self.x, self.y, DamageType.MIND, self:mindCrit(t.getDamage(self, t) * 0.5), nil, t)
self:projectSource(tg, self.x, self.y, DamageType.DARKNESS, self:mindCrit(t.getDamage(self, t) * 0.5), nil, t)
local damage = self:mindCrit(t.getDamage(self, t) * 0.5)
self:projectSource(tg, self.x, self.y, DamageType.MIND, damage, nil, t)
self:projectSource(tg, self.x, self.y, DamageType.DARKNESS, damage, nil, t)
end
end,
info = function(self, t)
return ([[Each turn, all enemies in your gloom take %0.2f mind damage and %0.2f darkness damage.
The damage scales with your Mindpower and mind speed.
return ([[Every time you act, all enemies in your gloom take %0.2f mind damage and %0.2f darkness damage.
The damage scales with your Mindpower.
Each point in Gloom talents increases your Mindpower (current total: %d).]]):format(damDesc(self, DamageType.MIND, t.getDamage(self, t) * 0.5), damDesc(self, DamageType.DARKNESS, t.getDamage(self, t) * 0.5), gloomTalentsMindpower(self))
end,
}
......
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