inconsistent radius info in talent descriptions

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tiger_eye
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inconsistent radius info in talent descriptions

#1 Post by tiger_eye »

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

edge2054
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Re: inconsistent radius info in talent descriptions

#2 Post by edge2054 »

Acid wave runes too.

Hedrachi
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Re: inconsistent radius info in talent descriptions

#3 Post by Hedrachi »

Updated everything that wasn't an npc power in that list.

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 fixed a typo I found in Wing Buffet. No more blowing things 4 titles away.
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 110 times
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Hedrachi
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Re: inconsistent radius info in talent descriptions

#4 Post by Hedrachi »

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,
}
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tiger_eye
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Re: inconsistent radius info in talent descriptions

#5 Post by tiger_eye »

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.
Attachments
talent_radius.txt
(23.33 KiB) Downloaded 162 times

Hedrachi
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Re: inconsistent radius info in talent descriptions

#6 Post by Hedrachi »

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.
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darkgod
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Re: inconsistent radius info in talent descriptions

#7 Post by darkgod »

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 ;)

Hedrachi
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Re: inconsistent radius info in talent descriptions

#8 Post by Hedrachi »

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,
}
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

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