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Commit 692a8257 authored by DarkGod's avatar DarkGod
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Swapped talents that used callbackOnActBase for life threshold checks to...

Swapped talents that used callbackOnActBase for life threshold checks to callbackOnAct so tha they account for faster players
parent a75e0ce3
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...@@ -2036,6 +2036,7 @@ function _M:setupCommands() ...@@ -2036,6 +2036,7 @@ function _M:setupCommands()
end end, end end,
[{"_g","ctrl"}] = function() if config.settings.cheat then [{"_g","ctrl"}] = function() if config.settings.cheat then
game.player:takeHit(100, game.player) game.player:takeHit(100, game.player)
game.player:useEnergy()
-- DamageType:get(DamageType.ACID).projector(game.player, game.player.x, game.player.y, DamageType.ACID, 100) -- DamageType:get(DamageType.ACID).projector(game.player, game.player.x, game.player.y, DamageType.ACID, 100)
do return end do return end
game.player:setEffect("EFF_STUNNED", 1, {apply_power=200}) game.player:setEffect("EFF_STUNNED", 1, {apply_power=200})
......
...@@ -130,7 +130,7 @@ newTalent{ ...@@ -130,7 +130,7 @@ newTalent{
tactical = { BUFF = 2 }, tactical = { BUFF = 2 },
getImmune = function(self, t) return math.floor(self:combatTalentLimit(t, 100, 20, 50)) end, getImmune = function(self, t) return math.floor(self:combatTalentLimit(t, 100, 20, 50)) end,
getSaves = function(self, t) return math.floor(self:combatTalentScale(t, 10, 55)) end, getSaves = function(self, t) return math.floor(self:combatTalentScale(t, 10, 55)) end,
callbackOnActBase = checkLifeThreshold(1, function(self, t) callbackOnAct = checkLifeThreshold(1, function(self, t)
if self:getTalentLevel(t) < 5 then return end if self:getTalentLevel(t) < 5 then return end
self:setEffect(self.EFF_GOLDEN_AGE_OF_NECROMANCY, 1, {}) self:setEffect(self.EFF_GOLDEN_AGE_OF_NECROMANCY, 1, {})
return true return true
......
...@@ -187,6 +187,7 @@ newTalent{ ...@@ -187,6 +187,7 @@ newTalent{
getDamageIncrease = function(self, t) return self:combatTalentScale(t, 2.5, 10) end, getDamageIncrease = function(self, t) return self:combatTalentScale(t, 2.5, 10) end,
getResistPenalty = function(self, t) return self:combatTalentLimit(t, 100, 17, 50, true) end, getResistPenalty = function(self, t) return self:combatTalentLimit(t, 100, 17, 50, true) end,
getVampiric = function(self, t) return math.floor(self:combatTalentLimit(t, 60, 3, 8)) end, getVampiric = function(self, t) return math.floor(self:combatTalentLimit(t, 60, 3, 8)) end,
callbackPriorities={callbackOnActBase = 100}, -- trigger after most others
callbackOnActBase = function(self, t) callbackOnActBase = function(self, t)
local p = self:isTalentActive(t.id) if not p then return end local p = self:isTalentActive(t.id) if not p then return end
if p.cur_value > 0 then self:heal(p.cur_value, self) end if p.cur_value > 0 then self:heal(p.cur_value, self) end
......
...@@ -49,7 +49,7 @@ newTalent{ ...@@ -49,7 +49,7 @@ newTalent{
ret.waste_counter = 0 ret.waste_counter = 0
end end
end, end,
callbackOnActBase = checkLifeThreshold(1, function(self, t) callbackOnAct = checkLifeThreshold(1, function(self, t)
local p = self:isTalentActive(t.id) local p = self:isTalentActive(t.id)
if not p then return end if not p then return end
...@@ -63,7 +63,8 @@ newTalent{ ...@@ -63,7 +63,8 @@ newTalent{
p.crit_id = nil p.crit_id = nil
end end
end end
end, function(self, t) end),
callbackOnActBase = function(self, t)
local p = self:isTalentActive(t.id) local p = self:isTalentActive(t.id)
if not p then return end if not p then return end
...@@ -83,7 +84,7 @@ newTalent{ ...@@ -83,7 +84,7 @@ newTalent{
self:incSoul(-soul) self:incSoul(-soul)
end end
end end
end), end,
callbackOnCombat = function(self, t, state) callbackOnCombat = function(self, t, state)
local p = self:isTalentActive(t.id) local p = self:isTalentActive(t.id)
if not p then return end if not p then return end
......
...@@ -35,7 +35,7 @@ newTalent{ ...@@ -35,7 +35,7 @@ newTalent{
callbackOnStatChange = function(self, t, stat, v) callbackOnStatChange = function(self, t, stat, v)
if stat == self.STAT_CON then self:updateTalentPassives(t) end if stat == self.STAT_CON then self:updateTalentPassives(t) end
end, end,
callbackOnActBase = checkLifeThreshold(1, function(self, t) callbackOnAct = checkLifeThreshold(1, function(self, t)
self:updateTalentPassives(t) self:updateTalentPassives(t)
end), end),
passives = function(self, t, p) passives = function(self, t, p)
...@@ -66,7 +66,7 @@ newTalent{ ...@@ -66,7 +66,7 @@ newTalent{
radius = function(self, t) return self:combatTalentLimit(t, 10, 2, 6) end, radius = function(self, t) return self:combatTalentLimit(t, 10, 2, 6) end,
getCD = function(self, t) return math.ceil(self:combatTalentLimit(t, 12, 2, 8)) end, getCD = function(self, t) return math.ceil(self:combatTalentLimit(t, 12, 2, 8)) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 30, 260) end, getDamage = function(self, t) return self:combatTalentSpellDamage(t, 30, 260) end,
callbackOnActBase = checkLifeThreshold(1, function(self, t) callbackOnAct = checkLifeThreshold(1, function(self, t)
local list = {} local list = {}
for tid, c in pairs(self.talents_cd) do for tid, c in pairs(self.talents_cd) do
local t = self:getTalentFromId(tid) local t = self:getTalentFromId(tid)
......
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