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Commit d1f8b263 authored by Lisa Greene's avatar Lisa Greene
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Improve Blood Boil tactical table

parent 86abf777
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......@@ -17,6 +17,27 @@
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
--- get a list of diseases on a target
local getTargetDiseases = function(self, target)
if not target then return end
local diseases = self.turn_procs.target_diseases and self.turn_procs.target_diseases[target.uid]
if diseases then return diseases end
local num, dur = 0, 0
diseases = {}
for eff_id, p in pairs(target.tmp) do
local e = target.tempeffect_def[eff_id]
if e.subtype.disease then
num, dur = num + 1, dur + p.dur
diseases[#diseases+1] = {id=eff_id, params=p}
end
end
diseases.num, diseases.dur = num, dur
self.turn_procs.target_diseases = self.turn_procs.target_diseases or {}
self.turn_procs.target_diseases[target.uid] = diseases
return diseases
end
newTalent{
name = "Blood Spray",
type = {"corruption/blood", 1},
......@@ -94,7 +115,15 @@ newTalent{
points = 5,
cooldown = 8,
vim = 30,
tactical = { ATTACKAREA = {BLIGHT = 0.5} }, -- Needs a better tactical table, setting to low priority for now so it gets used later in the rotation when diseases are up
getTargetDiseases = getTargetDiseases,
tactical = { DISABLE = function(self, t, target)
local diseases = t.getTargetDiseases(self, target)
if diseases and diseases.num > 0 then return 3 end
end,
ATTACKAREA = function(self, t, target)
local diseases = t.getTargetDiseases(self, target)
if diseases and diseases.num > 0 then return {BLIGHT=1} end
end,},
range = 0,
radius = function(self, t) return 10 end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 250) end,
......
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