[b37] Blinding Darkness damage

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

[b37] Blinding Darkness damage

#1 Post by lukep »

"Acid" in the fifth line should be changed to "Darkness"?

Code: Select all

-- Darkness damage + blind chance
newDamageType{
	name = "blinding darkness", type = "DARKNESS_BLIND",
	projector = function(src, x, y, type, dam)
		local realdam = DamageType:get(DamageType.ACID).projector(src, x, y, DamageType.DARKNESS, dam)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and rng.percent(25) then
			if target:canBe("blind") then
				target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=src:combatSpellpower()})
			else
				game.logSeen(target, "%s resists!", target.name:capitalize())
			end
		end
		return realdam
	end,
}
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darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
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Re: [b37] Blinding Darkness damage

#2 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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