new potions/scrolls - temporary talents
Posted: Mon Oct 18, 2010 11:51 pm
I decided to make a base case for temporary talents, all that is needed now is more cases, and maybe some tweaking. I was thinking that there could be scrolls that let you know a talent for a few turns as well (such as stunning blow or other stuff), but the effect wears off after a bit.
I purposely left out the math.min on the adjustments, allowing the max to temporarily go above the normal player max.
Code: Select all
newEntity{ base = "BASE_POTION",
name = "dragon's blood",
color = colors.LIGHT_RED, image="object/potion-0x3.png",
level_range = {30, 50},
rarity = 7,
cost = 20,
use_simple = { name="brings out the dragon in you", use = function(self, who)
self:setEffect(self.EFF_DRAGONS_FIRE, self:getWil()+15, {})
return "destroy", true
end}
}
newEffect{
name = "DRAGONS_FIRE",
desc = "Your throat feels like it is burning.",
type = "magical",
status = "beneficial",
parameters = {},
on_gain = function(self, err) return "#Target#'s throat seems to be burning.", "+Dragon's fire" end,
on_lose = function(self, err) return "#Target#'s throat seems to cool down.", "-Dragon's fire" end,
activate = function(self, eff)
self.talents.T_FIRE_BREATH = (self.talents.T_FIRE_BREATH or 0) + 2
end,
deactivate = function(self, eff)
self.talents.T_FIRE_BREATH = self.talents.T_FIRE_BREATH - 2
if self.talents.T_FIRE_BREATH == 0 then self.talents.T_FIRE_BREATH = nil end
end,
}