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,
}