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tome
Tales of MajEyal
Commits
c6095db6
Commit
c6095db6
authored
5 years ago
by
Tawny Harte
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shaders and more tidy
parent
77417f21
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1 merge request
!545
1.6 anorithil revisions2
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game/modules/tome/data/talents/celestial/glyphs.lua
+17
-25
17 additions, 25 deletions
game/modules/tome/data/talents/celestial/glyphs.lua
with
17 additions
and
25 deletions
game/modules/tome/data/talents/celestial/glyphs.lua
+
17
−
25
View file @
c6095db6
...
...
@@ -50,12 +50,10 @@ newTalent{
trapPower
=
function
(
self
,
t
)
return
math.max
(
1
,
self
:
combatScale
(
self
:
getTalentLevel
(
t
)
*
self
:
getMag
(
15
,
true
),
0
,
0
,
75
,
75
))
end
,
getGlyphDam
=
function
(
self
,
t
)
return
self
:
combatTalentSpellDamage
(
t
,
20
,
200
)
end
,
getDetDur
=
function
(
self
,
t
)
return
self
:
combatTalentLimit
(
t
,
8
,
3
,
7
)
end
,
on_crit
=
function
(
self
,
t
)
if
self
:
getPositive
()
<
5
or
self
:
getNegative
()
<
5
then
return
nil
end
if
self
.
turn_procs
.
glyphs
then
return
nil
end
if
not
rng
.
percent
(
100
)
then
return
nil
end
-- find a target
local
tgts
=
{}
local
grids
=
core
.
fov
.
circle_grids
(
self
.
x
,
self
.
y
,
self
:
getTalentRange
(
t
),
true
)
...
...
@@ -66,7 +64,6 @@ newTalent{
end
end
end
if
#
tgts
<
1
then
return
nil
end
--target glyphs
local
tg
=
self
:
getTalentTarget
(
t
)
local
target
=
rng
.
tableRemove
(
tgts
)
...
...
@@ -231,7 +228,6 @@ explosion_glyph = Trap.new{
----------------------------------------------------------------
-- END - Define Glyph Traps - END
----------------------------------------------------------------
--build a table of glyphs
local
glyphs
=
{}
if
not
self
.
turn_procs
.
glyph_para
then
...
...
@@ -270,46 +266,42 @@ explosion_glyph = Trap.new{
]]
--get a random glyph from table
local
trap
=
rng
.
tableRemove
(
glyphs
)
--set cooldown
--self.turn_procs.glyphs = 1
--set cooldowns
if
trap
==
para_glyph
then
self
.
turn_procs
.
glyph_para
=
t
.
getGlyphCD
(
self
,
t
)
elseif
trap
==
fatigue_glyph
then
self
.
turn_procs
.
glyph_fatigue
=
t
.
getGlyphCD
(
self
,
t
)
elseif
trap
==
explosion_glyph
then
self
.
turn_procs
.
glyph_explosion
=
t
.
getGlyphCD
(
self
,
t
)
end
---put a glyph on each glyphgrid
---place a glyph on each glyphgrid
for
i
=
1
,
9
do
local
spot
=
i
==
1
and
{
x
=
x
,
y
=
y
}
or
rng
.
tableRemove
(
glyphgrids
)
if
not
spot
then
break
end
--place glyph
trap
:
identify
(
true
)
trap
:
resolve
()
trap
:
resolve
(
nil
,
true
)
trap
:
setKnown
(
self
,
true
)
game
.
level
:
addEntity
(
trap
)
game
.
zone
:
addEntity
(
game
.
level
,
trap
,
"trap"
,
spot
.
x
,
spot
.
y
)
game
.
level
.
map
:
particleEmitter
(
spot
.
x
,
spot
.
y
,
1
,
"summon"
)
--trigger glyphs
-- if self:knowTalent(self.T_AGRESSIVE_BINDING) then
-- trap:trigger(spot.x, spot.y)
-- end
end
--cost resources
self
:
incNegative
(
-
5
)
self
:
incPositive
(
-
5
)
end
,
activate
=
function
(
self
,
t
)
local
ret
=
{}
if
core
.
shader
.
active
()
then
particle1
=
self
:
addParticles
(
Particles
.
new
(
"shader_ring_rotating"
,
1
,
{
rotation
=
0
,
radius
=
0
.
8
,
img
=
"runicshield_yellow"
},
{
type
=
"lightningshield"
,
time_factor
=
3000
,
noup
=
1
.
0
}))
particle1
.
toback
=
true
particle2
=
self
:
addParticles
(
Particles
.
new
(
"shader_ring_rotating"
,
1
,
{
rotation
=
0
,
radius
=
0
.
8
,
img
=
"runicshield_dark"
},
{
type
=
"lightningshield"
,
time_factor
=
3000
,
noup
=
1
.
0
}))
end
return
ret
end
,
deactivate
=
function
(
self
,
t
,
p
)
if
p
.
particle1
then
self
:
removeParticles
(
p
.
particle1
)
end
if
p
.
particle2
then
self
:
removeParticles
(
p
.
particle2
)
end
return
true
end
,
info
=
function
(
self
,
t
)
return
(
[[When
you crit have a 50%% chance to
bind glyphs in radius 1 centred on a random target in range 7.
return
(
[[When
one of your spells goes critical, you
bind glyphs in radius 1 centred on a random target in range 7.
Glyphs are hidden traps (%d detection and disarm power) lasting for %d turns.
This can only happen once per turn and each glyph can only be bound every %d turns.
Glyph damage will scale with spellpower and detection and disarm powers scale with magic.
...
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