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Remove extra log messages for weapon procs

Merged Chris Davidson requested to merge Shibari/t-engine4:LogFix into master
1 file
+ 13
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@@ -2074,9 +2074,6 @@ newDamageType{
end
name = "slow'"
end
game:delayedLogDamage(src, target, 0, ("%s<gloom %s>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", name), false)
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% gloom chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
@@ -2096,7 +2093,7 @@ newDamageType{
parens = (" (#RED#%d%%#LAST#)"):format(diff)
end
end
return ("* #LIGHT_GREEN#%d%%#LAST# chance to inflict #GREY#damage reduction#LAST#%s")
return ("* #LIGHT_GREEN#%d%%#LAST# chance to inflict 15%% #GREY#damage reduction#LAST#%s")
:format(dam, parens)
end,
projector = function(src, x, y, type, dam, state)
@@ -2107,10 +2104,7 @@ newDamageType{
if rng.percent(dam) then
local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
local reduction = 15
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% damage reduction>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", reduction), false)
target:setEffect(target.EFF_ITEM_NUMBING_DARKNESS, 4, {reduce = reduction, apply_power=check, no_ct_effect=true})
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% dark numbing chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
@@ -2130,7 +2124,7 @@ newDamageType{
parens = (" (#RED#%d%%#LAST#)"):format(diff)
end
end
return ("* #LIGHT_GREEN#%d%%#LAST# chance to gain #LIGHT_STEEL_BLUE#10%% of a turn#LAST#%s")
return ("* #LIGHT_GREEN#%d%%#LAST# chance to gain #LIGHT_STEEL_BLUE#10%% of a turn#LAST# (3/turn limit)%s")
:format(dam, parens)
end,
projector = function(src, x, y, type, dam, state)
@@ -2138,20 +2132,13 @@ newDamageType{
useImplicitCrit(src, state)
local target = game.level.map(x, y, Map.ACTOR)
if target and src and src.name and rng.percent(dam) then
if src.turn_procs and src.turn_procs.item_temporal_energize and src.turn_procs.item_temporal_energize > 3 then
game.logSeen(src, "#LIGHT_STEEL_BLUE#%s can't gain any more energy this turn! ", src.name:capitalize())
if src.turn_procs and src.turn_procs.item_temporal_energize and src.turn_procs.item_temporal_energize > 3 then
game.logSeen(src, "#LIGHT_STEEL_BLUE#%s can't gain any more energy this turn! ", src.name:capitalize())
return
end
game:delayedLogDamage(src, target, 0, ("%s<temporal energize>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#"), false)
local energy = (game.energy_to_act * 0.1)
src.energy.value = src.energy.value + energy
--game.logSeen(target, "Time seems to bend and quicken energizing %s!", src.name:capitalize())
src.turn_procs.item_temporal_energize = 1 + (src.turn_procs.item_temporal_energize or 0)
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% chance to energize>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
local energy = (game.energy_to_act * 0.1)
src.energy.value = src.energy.value + energy
src.turn_procs.item_temporal_energize = 1 + (src.turn_procs.item_temporal_energize or 0)
end
end,
}
@@ -2169,7 +2156,7 @@ newDamageType{
parens = (" (#RED#%d%%#LAST#)"):format(diff)
end
end
return ("* #LIGHT_GREEN#%d%%#LAST# chance to #GREEN#corrode armour#LAST#%s")
return ("* #LIGHT_GREEN#%d%%#LAST# chance to #GREEN#corrode armour#LAST# by 30%%%s")
:format(dam, parens)
end,
projector = function(src, x, y, type, dam, state)
@@ -2178,12 +2165,8 @@ newDamageType{
local target = game.level.map(x, y, Map.ACTOR)
if target then
if rng.percent(dam) then
game:delayedLogDamage(src, target, 0, ("%s<30%%%% armour corrode>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
--local param = { atk=dam/3, armor=dam/3, defense=dam/3, src=src, apply_power = check, no_ct_effect=true }
target:setEffect(target.EFF_ITEM_ACID_CORRODE, 5, {pct = 0.3, no_ct_effect = true, apply_power = check})
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% corrode armour chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
@@ -2213,14 +2196,11 @@ newDamageType{
if target then
if rng.percent(dam) then
if target:canBe("blind") then
game:delayedLogDamage(src, target, 0, ("%s<blinding light>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#"), false)
local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
target:setEffect(target.EFF_BLINDED, 4, {apply_power=(check), no_ct_effect=true})
target:setEffect(target.EFF_BLINDED, 2, {apply_power=(check), no_ct_effect=true})
else
--game.logSeen(target, "%s resists the blinding light!", target.name:capitalize())
game.logSeen(target, "%s resists the blinding light!", target.name:capitalize())
end
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% blind chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
@@ -2240,7 +2220,7 @@ newDamageType{
parens = (" (#RED#%d%%#LAST#)"):format(diff)
end
end
return ("* #LIGHT_GREEN#%d%%#LAST# chance to #ROYAL_BLUE#daze#LAST#%s")
return ("* #LIGHT_GREEN#%d%%#LAST# chance to #ROYAL_BLUE#daze#LAST# at end of turn%s")
:format(dam, parens)
end,
projector = function(src, x, y, type, dam, state)
@@ -2249,13 +2229,10 @@ newDamageType{
local target = game.level.map(x, y, Map.ACTOR)
if target then
if rng.percent(dam) then
game:delayedLogDamage(src, target, 0, ("%s<lightning daze>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#"), false)
if target:canBe("stun") then
local check = math.max(src:combatAttack(), src:combatSpellpower(), src:combatMindpower())
game:onTickEnd(function() target:setEffect(target.EFF_DAZED, 4, {apply_power=check, no_ct_effect=true}) end) --onTickEnd to avoid breaking the daze
end
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% daze chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
@@ -2284,13 +2261,10 @@ newDamageType{
if target then
if rng.percent(dam) then
if target:canBe("disease") then
game:delayedLogDamage(src, target, 0, ("%s<blight disease>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#"), false)
local check = math.max(src:combatSpellpower(), src:combatMindpower(), src:combatAttack())
local disease_power = math.min(30, dam / 2)
target:setEffect(target.EFF_ITEM_BLIGHT_ILLNESS, 5, {reduce = disease_power})
end
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% disease chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
@@ -2345,8 +2319,6 @@ newDamageType{
useImplicitCrit(src, state)
local target = game.level.map(x, y, Map.ACTOR)
if target then
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% slow>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
-- target:setEffect(target.EFF_SLOW, 3, {power= math.min(60, dam / 100), no_ct_effect=true})
target:setEffect(target.EFF_SLOW, 3, {power= math.min(0.6, dam / 100), no_ct_effect=true})
end
end,
@@ -2366,7 +2338,7 @@ newDamageType{
parens = (" (#RED#%d%%#LAST#)"):format(diff)
end
end
return ("* #LIGHT_GREEN#%d%%#LAST# chance to #ORCHID#reduce powers#LAST# by %d%%%s")
return ("* #LIGHT_GREEN#%d%%#LAST# chance to #ORCHID#reduce effective powers#LAST# by %d%%%s")
:format(dam, 20, parens)
end,
projector = function(src, x, y, type, dam, state)
@@ -2375,10 +2347,7 @@ newDamageType{
local target = game.level.map(x, y, Map.ACTOR)
if target then
if rng.percent(dam) then
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% scouring>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", 20), false)
target:setEffect(target.EFF_ITEM_ANTIMAGIC_SCOURED, 3, {pct = 0.2, no_ct_effect=true})
else
game:delayedLogDamage(src, target, 0, ("%s<%d%%%% scour chance>#LAST#"):format(DamageType:get(type).text_color or "#aaaaaa#", dam), false)
end
end
end,
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