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yutio888
Tales of MajEyal
Commits
0d455f3a
Commit
0d455f3a
authored
13 years ago
by
dg
Browse files
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fix
git-svn-id:
http://svn.net-core.org/repos/t-engine4@3959
51575b47-30f0-44d4-a5cc-537603b46e54
parent
7c9c4c21
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Changes
1
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1 changed file
game/modules/tome/data/talents/spells/explosives.lua
+12
-12
12 additions, 12 deletions
game/modules/tome/data/talents/spells/explosives.lua
with
12 additions
and
12 deletions
game/modules/tome/data/talents/spells/explosives.lua
+
12
−
12
View file @
0d455f3a
...
...
@@ -55,7 +55,7 @@ newTalent{
if
self
:
isTalentActive
(
self
.
T_ACID_INFUSION
)
then
inc_dam
=
acidi
.
getIncrease
(
self
,
acidi
);
damtype
=
DamageType
.
ACID_BLIND
;
particle
=
"ball_acid"
elseif
self
:
isTalentActive
(
self
.
T_LIGHTNING_INFUSION
)
then
inc_dam
=
lightningi
.
getIncrease
(
self
,
lightningi
);
damtype
=
DamageType
.
LIGHTNING_DAZE
;
particle
=
"ball_lightning"
elseif
self
:
isTalentActive
(
self
.
T_FROST_INFUSION
)
then
inc_dam
=
frosti
.
getIncrease
(
self
,
frosti
);
damtype
=
DamageType
.
ICE
;
particle
=
"ball_ice"
else
inc_dam
=
fireinf
.
getIncrease
(
self
,
fireinf
)
+
(
ammo
.
alchemist_bomb
.
power
or
0
)
/
100
;
damtype
=
self
:
knowTalent
(
self
.
T_FIRE_INFUSION
)
and
DamageType
.
FIREBURN
or
DamageType
.
FIRE
else
inc_dam
=
fireinf
.
getIncrease
(
self
,
fireinf
)
+
(
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
power
or
0
)
/
100
;
damtype
=
self
:
knowTalent
(
self
.
T_FIRE_INFUSION
)
and
DamageType
.
FIREBURN
or
DamageType
.
FIRE
end
local
dam
=
self
:
combatTalentSpellDamage
(
t
,
15
,
150
,
((
ammo
.
alchemist_power
or
0
)
+
self
:
combatSpellpower
())
/
2
)
dam
=
dam
*
(
1
+
inc_dam
)
...
...
@@ -109,19 +109,19 @@ newTalent{
local
target
=
game
.
level
.
map
(
tx
,
ty
,
Map
.
ACTOR
)
dam_done
=
dam_done
+
DamageType
:
get
(
damtype
).
projector
(
self
,
tx
,
ty
,
damtype
,
d
,
tmp
)
if
ammo
.
alchemist_bomb
.
splash
then
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
splash
then
DamageType
:
get
(
DamageType
[
ammo
.
alchemist_bomb
.
splash
.
type
]).
projector
(
self
,
tx
,
ty
,
DamageType
[
ammo
.
alchemist_bomb
.
splash
.
type
],
ammo
.
alchemist_bomb
.
splash
.
dam
)
end
if
not
target
then
return
end
if
ammo
.
alchemist_bomb
.
stun
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
stun
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
stun
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
stun
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
target
:
setEffect
(
target
.
EFF_STUNNED
,
ammo
.
alchemist_bomb
.
stun
.
dur
,
{})
end
if
ammo
.
alchemist_bomb
.
daze
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
daze
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
daze
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
daze
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
target
:
setEffect
(
target
.
EFF_DAZED
,
ammo
.
alchemist_bomb
.
daze
.
dur
,
{})
end
end
)
if
ammo
.
alchemist_bomb
.
leech
then
self
:
heal
(
math.min
(
self
.
max_life
*
ammo
.
alchemist_bomb
.
leech
/
100
,
dam_done
))
end
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
leech
then
self
:
heal
(
math.min
(
self
.
max_life
*
ammo
.
alchemist_bomb
.
leech
/
100
,
dam_done
))
end
local
_
_
,
x
,
y
=
self
:
canProject
(
tg
,
x
,
y
)
-- Lightning ball gets a special treatment to make it look neat
...
...
@@ -139,7 +139,7 @@ newTalent{
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
tg
.
radius
,
particle
,
{
radius
=
tg
.
radius
,
grids
=
grids
,
tx
=
x
,
ty
=
y
})
end
if
ammo
.
alchemist_bomb
.
mana
then
self
:
incMana
(
ammo
.
alchemist_bomb
.
mana
)
end
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
mana
then
self
:
incMana
(
ammo
.
alchemist_bomb
.
mana
)
end
game
:
playSoundNear
(
self
,
"talents/arcane"
)
return
true
...
...
@@ -227,7 +227,7 @@ newTalent{
local
inc_dam
=
0
local
damtype
=
DamageType
.
SPELLKNOCKBACK
local
particle
=
"ball_fire"
inc_dam
=
self
:
getTalentLevel
(
self
.
T_FIRE_INFUSION
)
*
0
.
05
+
(
ammo
.
alchemist_bomb
.
power
or
0
)
/
100
inc_dam
=
self
:
getTalentLevel
(
self
.
T_FIRE_INFUSION
)
*
0
.
05
+
(
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
power
or
0
)
/
100
local
dam
=
self
:
combatTalentSpellDamage
(
t
,
15
,
120
,
((
ammo
.
alchemist_power
or
0
)
+
self
:
combatSpellpower
())
/
2
)
dam
=
dam
*
(
1
+
inc_dam
)
return
dam
,
damtype
,
particle
...
...
@@ -267,24 +267,24 @@ newTalent{
local
target
=
game
.
level
.
map
(
tx
,
ty
,
Map
.
ACTOR
)
dam_done
=
dam_done
+
DamageType
:
get
(
damtype
).
projector
(
self
,
tx
,
ty
,
damtype
,
d
,
tmp
)
if
ammo
.
alchemist_bomb
.
splash
then
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
splash
then
DamageType
:
get
(
DamageType
[
ammo
.
alchemist_bomb
.
splash
.
type
]).
projector
(
self
,
tx
,
ty
,
DamageType
[
ammo
.
alchemist_bomb
.
splash
.
type
],
ammo
.
alchemist_bomb
.
splash
.
dam
)
end
if
not
target
then
return
end
if
ammo
.
alchemist_bomb
.
stun
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
stun
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
stun
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
stun
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
target
:
setEffect
(
target
.
EFF_STUNNED
,
ammo
.
alchemist_bomb
.
stun
.
dur
,
{})
end
if
ammo
.
alchemist_bomb
.
daze
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
daze
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
daze
and
rng
.
percent
(
ammo
.
alchemist_bomb
.
daze
.
chance
)
and
target
:
checkHit
(
self
:
combatSpellpower
(),
target
:
combatPhysicalResist
(),
0
,
95
,
5
)
and
target
:
canBe
(
"stun"
)
then
target
:
setEffect
(
target
.
EFF_DAZED
,
ammo
.
alchemist_bomb
.
daze
.
dur
,
{})
end
end
)
if
ammo
.
alchemist_bomb
.
leech
then
self
:
heal
(
math.min
(
self
.
max_life
*
ammo
.
alchemist_bomb
.
leech
/
100
,
dam_done
))
end
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
leech
then
self
:
heal
(
math.min
(
self
.
max_life
*
ammo
.
alchemist_bomb
.
leech
/
100
,
dam_done
))
end
local
_
_
,
x
,
y
=
self
:
canProject
(
tg
,
x
,
y
)
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
tg
.
radius
,
particle
,
{
radius
=
tg
.
radius
,
grids
=
grids
,
tx
=
x
,
ty
=
y
})
if
ammo
.
alchemist_bomb
.
mana
then
self
:
incMana
(
ammo
.
alchemist_bomb
.
mana
)
end
if
ammo
.
alchemist_bomb
and
ammo
.
alchemist_bomb
.
mana
then
self
:
incMana
(
ammo
.
alchemist_bomb
.
mana
)
end
game
:
playSoundNear
(
self
,
"talents/arcane"
)
return
true
...
...
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