The large majority of talents descriptions appropriately display the radius of the talent, but a few talents don't. Below are talents that don't correctly show the radius of effect:
These talents are centered on the actor, so the radius info is very important (and most radii increase with higher talent levels):
corruption/blood : Blood Boil
corruption/bone : Bone Nova
divine/star-fury : Twilight Surge
chronomancy/other : Dredge Frenzy
spell/fire : Flameshock
spell/ice : Frozen Ground
spell/storm : Nova
spell/water : Tidal Wave
spell/wildfire : Blastwave
These talents fire a cone effect, and most of the radii/range increase with talent level:
corruption/blood : Blood Spray
wild-gift/cold-drake : Ice Breath
wild-gift/fire-drake : Wing Buffet
wild-gift/fire-drake : Fire Breath
wild-gift/sand-drake : Sand Breath
wild-gift/storm-drake : Lightning Breath
technique/2hweapon-offense : Warshout
technique/warcries : Battle Cry
These talents are targetable and affect a radius (most are fixed radii). Not as important as the former two categories, but included here for completeness:
corruption/blight : Corrupted Negation
corruption/hexes : Pacification Hex
corruption/hexes : Burning Hex
corruption/hexes : Empathic Hex
corruption/plague : Catalepsy
corruption/plague : Epidemic
corruption/scourge : Acid Strike
divine/star-fury : Shadow Blast
divine/twilight : Mind Blast
undead/other : Throw Bones
wild-gift/other : Throw Boulder
corruption/other : Blightzone
technique/other : Explode
spell/ice : Ice Shards
technique/archery-utility : Scatter Shot
inconsistent radius info in talent descriptions
Moderator: Moderator
Re: inconsistent radius info in talent descriptions
Acid wave runes too.
Re: inconsistent radius info in talent descriptions
Updated everything that wasn't an npc power in that list.
Things to check:
I also changed the description of Mind Blast away from what I posted in this discussion thread, to a fixed radius in the desc. Guess I was hoping for increased radius at higher levels but lower radius at low levels. Heh.
Things to check:
- Tidal Wave new description. Tried to relate what it does including radius information as best as I could.
- Ice Shards new description. Tried to explain radius 1 ball as best as I could, since radius 1 ball seems ambiguous to me.
- Acid Wave Rune radius. Didn't really understand how radius was being defined there so went with what I saw being used.
- Anything that was changed between b28 and current SVN in the talents directory.
I also changed the description of Mind Blast away from what I posted in this discussion thread, to a fixed radius in the desc. Guess I was hoping for increased radius at higher levels but lower radius at low levels. Heh.
- Attachments
-
- talents.zip
- Unzip to \data\talents directory.
- (212.56 KiB) Downloaded 109 times
Re: inconsistent radius info in talent descriptions
Didn't like Pac Hex's new description. Here's a better one:
Code: Select all
newTalent{
name = "Pacification Hex",
type = {"corruption/hexes", 1},
require = corrs_req1,
points = 5,
cooldown = 20,
vim = 30,
range = 10,
radius = 2,
tactical = { DISABLE = 2 },
direct_hit = true,
requires_target = true,
target = function(self, t)
return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t}
end,
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target or target == self then return end
if target:checkHit(self:combatSpellpower(), target:combatSpellResist(), 0, 95, 15) then
target:setEffect(target.EFF_PACIFICATION_HEX, 20, {chance=self:combatTalentSpellDamage(t, 30, 50)})
end
end)
game:playSoundNear(self, "talents/slime")
return true
end,
info = function(self, t)
return ([[Hexes your target, dazing it and everything in a 2 radius ball around it for 3 turns. Affected targets have a %d%% chance to become dazed each turn for 20 turns.
The chance will increase with Magic stat.]]):format(self:combatTalentSpellDamage(t, 30, 50))
end,
}
Re: inconsistent radius info in talent descriptions
Thanks for doing the grunt-work, Hedrachi! I attached a diff w.r.t. the latest svn. Please look over it, Hederachi, to make sure I didn't skip or include something I shouldn't have.
btw, in the future, it would be great if you could do the changes against svn (see here) or git (see here). This will skip the middle step of having somebody merge the changes by hand. If you use svn or git, you can make the changes in your local copy, then make a convenient diff patch via `svn diff`. Let me/us know if you want help using svn.
btw, in the future, it would be great if you could do the changes against svn (see here) or git (see here). This will skip the middle step of having somebody merge the changes by hand. If you use svn or git, you can make the changes in your local copy, then make a convenient diff patch via `svn diff`. Let me/us know if you want help using svn.
- Attachments
-
- talent_radius.txt
- (23.33 KiB) Downloaded 162 times
Re: inconsistent radius info in talent descriptions
Heh. *looks up the SVN build number he has but hasn't done anything with* 3074. Hm. Should update that. Forgot I had TortiseSVN and any tome SVN installed, heh. Updating...
Ah, self:getTalentRadius(t) works for acid wave rune? Heh. K. Everything in the diff looks good.
Ah, self:getTalentRadius(t) works for acid wave rune? Heh. K. Everything in the diff looks good.
Re: inconsistent radius info in talent descriptions
added
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: inconsistent radius info in talent descriptions
Disruption Shield was missing radius information as well. Here it is with radius info:
Code: Select all
newTalent{
name = "Disruption Shield",
type = {"spell/arcane",4},
require = spells_req4, no_sustain_autoreset = true,
points = 5,
mode = "sustained",
cooldown = 30,
sustain_mana = 150,
tactical = { DEFEND = 2 },
getManaRatio = function(self, t) return 3 - math.max(self:combatTalentSpellDamage(t, 10, 200) / 100, 0.5) end,
activate = function(self, t)
local power = t.getManaRatio(self, t)
self.disruption_shield_absorb = 0
game:playSoundNear(self, "talents/arcane")
return {
shield = self:addTemporaryValue("disruption_shield", power),
particle = self:addParticles(Particles.new("disruption_shield", 1)),
}
end,
deactivate = function(self, t, p)
self:removeParticles(p.particle)
self:removeTemporaryValue("disruption_shield", p.shield)
self.disruption_shield_absorb = nil
return true
end,
info = function(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.
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]]):
format(power)
end,
}