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Commit e4521bfc authored by dg's avatar dg
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plop

git-svn-id: http://svn.net-core.org/repos/t-engine4@3818 51575b47-30f0-44d4-a5cc-537603b46e54
parent 7aa30e93
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...@@ -361,14 +361,6 @@ function _M:act() ...@@ -361,14 +361,6 @@ function _M:act()
end end
end end
-- Auto stealth?
if self:isTalentActive(self.T_AUTOMATIC_STEALTH) and not self:isTalentActive(self.T_STEALTH) then
local t = self:getTalentFromId(self.T_STEALTH)
if self:preUseTalent(t, true, true) and not self:isTalentCoolingDown(t) then
self:useTalent(self.T_STEALTH)
end
end
if self:attr("paralyzed") then if self:attr("paralyzed") then
self.paralyzed_counter = (self.paralyzed_counter or 0) + (self:attr("stun_immune") or 0) * 100 self.paralyzed_counter = (self.paralyzed_counter or 0) + (self:attr("stun_immune") or 0) * 100
if self.paralyzed_counter < 100 then if self.paralyzed_counter < 100 then
...@@ -1009,7 +1001,7 @@ function _M:onTakeHit(value, src) ...@@ -1009,7 +1001,7 @@ function _M:onTakeHit(value, src)
self:forceUseTalent(self.T_DISRUPTION_SHIELD, {ignore_energy=true}) self:forceUseTalent(self.T_DISRUPTION_SHIELD, {ignore_energy=true})
-- Explode! -- Explode!
game.logSeen(self, "%s disruption shield collapses and then explodes in a powerful manastorm!", self.name:capitalize()) game.logSeen(self, "%s's disruption shield collapses and then explodes in a powerful manastorm!", self.name:capitalize())
local tg = {type="ball", radius=5} local tg = {type="ball", radius=5}
self:project(tg, self.x, self.y, DamageType.ARCANE, dam, {type="manathrust"}) self:project(tg, self.x, self.y, DamageType.ARCANE, dam, {type="manathrust"})
end end
...@@ -2566,7 +2558,7 @@ function _M:canSeeNoCache(actor, def, def_pct) ...@@ -2566,7 +2558,7 @@ function _M:canSeeNoCache(actor, def, def_pct)
-- Check for stealth. Checks against the target cunning and level -- Check for stealth. Checks against the target cunning and level
if actor:attr("stealth") and actor ~= self then if actor:attr("stealth") and actor ~= self then
local def = self.level / 2 + self:getCun(25) + (self:attr("see_stealth") or 0) local def = self.level / 2 + self:getCun(25, true) + (self:attr("see_stealth") or 0)
local hit, chance = self:checkHit(def, actor:attr("stealth") + (actor:attr("inc_stealth") or 0), 0, 100) local hit, chance = self:checkHit(def, actor:attr("stealth") + (actor:attr("inc_stealth") or 0), 0, 100)
if not hit then if not hit then
return false, chance return false, chance
......
...@@ -43,6 +43,7 @@ newEntity{ ...@@ -43,6 +43,7 @@ newEntity{
newEntity{ base = "BASE_NPC_AQUATIC_DEMON", newEntity{ base = "BASE_NPC_AQUATIC_DEMON",
name = "water imp", color=colors.YELLOW_GREEN, name = "water imp", color=colors.YELLOW_GREEN,
display = "u",
desc = "A small water demon, lobbing spells at you.", desc = "A small water demon, lobbing spells at you.",
level_range = {10, nil}, exp_worth = 1, level_range = {10, nil}, exp_worth = 1,
rarity = 1, rarity = 1,
......
...@@ -143,7 +143,7 @@ newTalent{ ...@@ -143,7 +143,7 @@ newTalent{
info = function(self, t) info = function(self, t)
local power = t.getManaRatio(self, t) local power = t.getManaRatio(self, t)
return ([[Uses mana instead of life to take damage. Uses %0.2f mana per damage point taken. return ([[Uses mana instead of life to take damage. Uses %0.2f mana per damage point taken.
If your mana is brought too low by the shield, it will de-activate and the chain reaction will release a deadly arcane explosion of the amount of damage absorbed. If your mana is brought too low by the shield, it will de-activate and the chain reaction will release a deadly arcane explosion with radius 5 of the amount of damage absorbed.
The damage to mana ratio increases with the Magic stat]]): The damage to mana ratio increases with the Magic stat]]):
format(power) format(power)
end, end,
......
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