Commit f8b25f1edd15f9652e3553157efb652fb41b7717

Authored by Chris Davidson
1 parent c056e560

Revise Shantiz

- Reduce proc damage a bit
... ... @@ -6801,10 +6801,6 @@ newEntity{ base = "BASE_SHIELD",
6801 6801 end,}
6802 6802 }
6803 6803
6804   --- No longer hits your own projectiles
6805   --- Hopefully fixed LUA errors with DamageType require
6806   --- Significant rescaling. Base damage cut by 50%, crit by 5%. The reason these hilariously bad numbers happened was derping and not accounting for the awesomeness of the 100% dex scaling. APR is still extremely high.
6807   --- Proc chance is now 100% up from 25%. No matter how I test this--even at 100% and 500% global action speed--it is often a pain in the ass to get procs just to test. This is supposed to be one of the main features of the item.
6808 6804 newEntity{ base = "BASE_KNIFE", --Shibari's #1
6809 6805 power_source = {nature=true},
6810 6806 unique = true,
... ... @@ -6830,7 +6826,7 @@ newEntity{ base = "BASE_KNIFE", --Shibari's #1
6830 6826 local i = 0
6831 6827 local p = game.level.map(x, y, engine.Map.PROJECTILE+i)
6832 6828 while p do
6833   - local DamageType = require "engine.DamageType" -- I don't entirely follow why this is necessary
  6829 + local DamageType = require "engine.DamageType"
6834 6830 if p.src and p.src:reactionToward(who) >= 0 then return end -- Let's not destroy friendly projectiles
6835 6831 if p.name then
6836 6832 game.logPlayer(who, "#GREEN#Lightning strikes the " .. p.name .. "!")
... ... @@ -6844,7 +6840,7 @@ newEntity{ base = "BASE_KNIFE", --Shibari's #1
6844 6840 game.level.map:particleEmitter(x, y, 5, "ball_lightning_beam", {radius=5, tx=x, ty=y})
6845 6841
6846 6842 local tg = {type="ball", radius=5, friendlyfire=false} -- Let's not kill pets or escorts with uncontrolled AoE
6847   - local dam = 4*who:getDex() -- no more crit or base damage. no real reason, just like it better.
  6843 + local dam = 3*who:getDex()
6848 6844
6849 6845 who:project(tg, x, y, DamageType.LIGHTNING, dam)
6850 6846
... ...