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Commit 2897f48d authored by dg's avatar dg
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fix ambush bug

fix fire & cold breath to do more damage
fire drake summon is immune to fire


git-svn-id: http://svn.net-core.org/repos/t-engine4@771 51575b47-30f0-44d4-a5cc-537603b46e54
parent 4e14d61a
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......@@ -59,14 +59,14 @@ start_ambush = function(self, who)
-- Protect from other hits on the same turn
self:setEffect(self.EFF_DAMAGE_SHIELD, 3, {power=1000000})
local o, item, inven_id = who:findInAllInventories("Staff of Absorption")
who:removeObject(inven_id, item, true)
local o, item, inven_id = self:findInAllInventories("Staff of Absorption")
self:removeObject(inven_id, item, true)
o:removed()
game.logPlayer(self, "#VIOLET#You wake up after a few hours, surprised to be alive, but the staff is gone!")
game.logPlayer(self, "#VIOLET#Go at once to Minas Tirith to report those events!")
game.level.map(who.x, who.y, game.level.map.TERRAIN, game.zone.grid_list.UP_WILDERNESS)
game.level.map(self.x, self.y, game.level.map.TERRAIN, game.zone.grid_list.UP_WILDERNESS)
self:setQuestStatus("staff-absorption", engine.Quest.COMPLETED, "ambush-finish")
end
......
......@@ -134,12 +134,12 @@ newTalent{
local tg = {type="cone", range=0, radius=4 + self:getTalentLevelRaw(t), friendlyfire=false, talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.ICE, 10 + self:getStr() * 0.3 * self:getTalentLevel(t), {type="freeze"})
self:project(tg, x, y, DamageType.ICE, 30 + self:getStr(50) * self:getTalentLevel(t), {type="freeze"})
game:playSoundNear(self, "talents/breath")
return true
end,
info = function(self, t)
return ([[You breathe ice in a frontal cone. Any target caught in the area will take %0.2f cold damage and can be frozen for a few turns.
The damage will increase with the Strength stat]]):format(10 + self:getStr() * 0.3 * self:getTalentLevel(t), 2+self:getTalentLevelRaw(t))
The damage will increase with the Strength stat]]):format(30 + self:getStr(50) * self:getTalentLevel(t), 2+self:getTalentLevelRaw(t))
end,
}
......@@ -116,12 +116,12 @@ newTalent{
local tg = {type="cone", range=0, radius=4 + self:getTalentLevelRaw(t), friendlyfire=false, talent=t}
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.FIREBURN, 10 + self:getStr() * 0.3 * self:getTalentLevel(t), {type="flame"})
self:project(tg, x, y, DamageType.FIREBURN, 30 + self:getStr(65) * self:getTalentLevel(t), {type="flame"})
game:playSoundNear(self, "talents/breath")
return true
end,
info = function(self, t)
return ([[You breathe fire in a frontal cone. Any target caught in the area will take %0.2f fire damage over 3 turns.
The damage will increase with the Strength stat]]):format(10 + self:getStr() * 0.3 * self:getTalentLevel(t))
The damage will increase with the Strength stat]]):format(30 + self:getStr(65) * self:getTalentLevel(t))
end,
}
......@@ -352,11 +352,13 @@ newTalent{
level_range = {self.level, self.level}, exp_worth = 0,
max_life = resolvers.rngavg(100, 150),
life_rating = 8,
life_rating = 12,
combat_armor = 0, combat_def = 0,
combat = { dam=15, atk=10, apr=15 },
resists = { [DamageType.FIRE] = 100, },
resolvers.talents{
[self.T_FIRE_BREATH]=self:getTalentLevelRaw(t),
[self.T_BELLOWING_ROAR]=self:getTalentLevelRaw(t),
......
......@@ -177,13 +177,12 @@ newTalent{
max_life = resolvers.rngavg(50,80),
autolevel = "none",
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=5, },
ai = "summoned", ai_real = "dumb_talented_simple", ai_state = { talent_in=3, },
energy = { mod=1.2 },
stats = { str=25 + self:getWil() * self:getTalentLevel(t) / 5, dex=18, con=10 + self:getTalentLevel(t) * 2 + self:getTalentLevelRaw(self.T_RESILIENCE)*2, },
resolvers.tmasteries{ ["technique/2hweapon-offense"]=0.3, ["technique/2hweapon-cripple"]=0.3, ["technique/combat-training"]=0.3, },
desc = [[It is a cross between a human and a bull.]],
equipment = resolvers.equip{ {type="weapon", subtype="battleaxe", auto_req=true}, },
resolvers.equip{ {type="weapon", subtype="battleaxe", auto_req=true}, },
level_range = {self.level, self.level}, exp_worth = 0,
combat_armor = 13, combat_def = 8,
......
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