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Commit e8e0b66d authored by Eric Wykoff's avatar Eric Wykoff
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blink blade buffed

parent 39c172d8
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1 merge request!197More fixes
......@@ -79,7 +79,7 @@ newTalent{
requires_target = true,
is_teleport = true,
speed = "weapon",
range = 1,
range = function(self, t) return math.floor(self:combatTalentScale(t, 5, 9, 0.5, 0, 1)) end,
is_melee = true,
target = function(self, t) return {type="hit", range=self:getTalentRange(t), talent=t} end,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 0.4, 1) end,
......@@ -95,12 +95,6 @@ newTalent{
return nil
end
-- Hit the target
local hit = self:attackTarget(target, nil, t.getDamage(self, t), true)
local teleports = 2
local attempts = 10
-- Our teleport hit
local function teleport_hit(self, t, target, x, y)
local teleported = self:teleportRandom(x, y, 0)
......@@ -113,6 +107,12 @@ newTalent{
return teleported
end
local first_teleport = teleport_hit(self, t, target, x, y)
if not first_teleport then game.logSeen(self, "The spell fizzles!") return true end
local teleports = 2
local attempts = 10
-- Check for Warden's focus
local wf = checkWardenFocus(self)
if wf and not wf.dead then
......@@ -134,7 +134,7 @@ newTalent{
if teleports > 0 and attempts > 0 then
-- Get available targets
local tgts = {}
local grids = core.fov.circle_grids(self.x, self.y, 10, true)
local grids = core.fov.circle_grids(self.x, self.y, self:getTalentRange(t), true)
for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do
local target_type = Map.ACTOR
local a = game.level.map(x, y, Map.ACTOR)
......@@ -167,7 +167,7 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
return ([[Attack with your melee weapons for %d%% damage and teleport next to up to two random enemies, attacking each for %d%% damage.
return ([[Teleport to the target and attack with your melee weapons for %d%% damage. Then teleport next to up to two random enemies, attacking each for %d%% damage.
Blink Blade can hit the same target multiple times.]])
:format(damage, damage)
end
......
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