Needed Talent Description Updates
Moderator: Moderator
Re: Needed Talent Description Updates
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Needed Talent Description Updates
Code: Select all
newTalent{
short_name = "HOBBIT_LUCK",
name = "Luck of the Little Folk",
type = {"base/race", 1},
no_energy = true,
cooldown = 50,
action = function(self, t)
self:setEffect(self.EFF_HOBBIT_LUCK, 5, {
physical=10 + self:getCun() / 2,
spell=10 + self:getCun() / 2,
})
return true
end,
info = function(self)
return ([[Call upon the luck and cunning of the Little Folk to increase your physical and spell critical strike chance by %d%% for 5 turns.
The bonus will increase with the Cunning stat]]):format(10 + self:getCun() / 2, 10 + self:getCun() / 2)
end,
}
-
- Sher'Tul
- Posts: 1120
- Joined: Mon Sep 30, 2002 9:52 pm
- Location: Germany
Re: Needed Talent Description Updates
Berserker talent: The description still has the variable modifier for armor and defense instead of the flat -10.
Forage talent: The chance of finding better ammo is not dependent on a fixed level (3 and 5).
Re: Needed Talent Description Updates
The Lightning Speed talent also gives 100% lightning and 30% physical resist, but this isn't mentioned. It definitely should be.
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Needed Talent Description Updates
Corrupted Negation
Code: Select all
info = function(self, t)
return ([[Project a corrupted blast of power that deals %0.2f* blight damage and removes %d magical or physical effects from any creatures caught in the area.
The damage will increase with Magic stat.
*Can be critical]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 120)), self:getTalentLevelRaw(t))
end,
Corrosive Worm
Code: Select all
info = function(self, t)
return ([[Infect your target with a corrosive worm that deals %0.2f acid damage per turn for 10 turns.
If the target dies while the worm is inside it will explode doing %0.2f* acid damage in a radius of 4.
The damage will increase with Magic stat.
*Can be critical]]):
format(damDesc(self, DamageType.ACID, self:combatTalentSpellDamage(t, 10, 60)), damDesc(self, DamageType.ACID, self:combatTalentSpellDamage(t, 10, 230)))
end,
Poison Storm
Code: Select all
info = function(self, t)
return ([[A furious poison storm rages around the caster, poisoning all creatures inside for doing %0.2f nature damage in 6 turns in a radius of 4 for %d turns.
Poisoning is cumulative, the longer they stay in they higher the poison they take.
The damage will increase with the Magic stat]]):format(damDesc(self, DamageType.NATURE, self:combatTalentSpellDamage(t, 12, 130)), 5 + self:getTalentLevel(t))
end,
not sure about "in 6 turns" as damage is
local dam = self:combatTalentSpellDamage(t, 12, 130)
so its full damage every turn or im missing something
blood.lua
Blood Spray
Code: Select all
info = function(self, t)
return ([[You extract corrupted blood from your own body, hitting everything in a frontal cone for %0.2f* blight damage.
Each affected creature has a %d%% chance of being infected by a random disease doing %0.2f* blight damage over 6 turns.
The damage will increase with Magic stat.
*Can be critical]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 190)), 20 + self:getTalentLevel(t) * 10, damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 220)))
end,
Blood Grasp
Code: Select all
info = function(self, t)
return ([[Projects a bolt of corrupted blood doing %0.2f* blight damage and healing the caster for half the damage done.
The damage will increase with Magic stat.
*Can be critical]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 290)))
end,
Blood Boil
Code: Select all
info = function(self, t)
return ([[Make the blood of all creatures around you boil, doing %0.2f* blight damage and slowing them by 20%%.
The damage will increase with Magic stat.
*Can be critical]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 28, 190)))
end,
Blood Fury
Code: Select all
info = function(self, t)
return ([[Concentrate on the corruption you bring, increasing your spell critical chance by %d%%.
Each time your spells are critical you enter a blood rage for 5 turns, increasing your blight and acid damage by %d%%.
The damage and critical chance will increase with your Magic stat.]]):
format(self:combatTalentSpellDamage(t, 10, 24), self:combatTalentSpellDamage(t, 10, 30))
end,
bone.lua
Bone Spear
Code: Select all
info = function(self, t)
return ([[Conjures up spear of bones doing %0.2f* physical damage to all targets in line.
The damage will increase with the Magic stat
*Can be critical]]):format(damDesc(self, DamageType.PHYSICAL, self:combatTalentSpellDamage(t, 20, 200)))
end,
curses.lua
Curse of Defenselessness
Code: Select all
info = function(self, t)
return ([[Curses your target, decreasing its defense and saves by %d for 10 turns.
The defense and saves will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 30, 60))
end,
Curse of Impotence
Code: Select all
info = function(self, t)
return ([[Curses your target, decreasing all damage done by %d%% for 10 turns.
The damage will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 10, 30))
end,
Curse of Death
Code: Select all
info = function(self, t)
return ([[Curses your target, stopping any natural healing and dealing %0.2f darkness damage each turn for 10 turns.
The resistances will decrease with Magic stat.]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 10, 70)))
end,
Curse of Vulnerability
Code: Select all
info = function(self, t)
return ([[Curses your target, decreasing all its resistances by %d%% for 10 turns.
The resistances will decrease with Magic stat.]]):format(self:combatTalentSpellDamage(t, 10, 60))
end,
hexes.lua
Pacification Hex
Code: Select all
info = function(self, t)
return ([[Hexes your target for 20 turns, dazing it for 3 turns and giving %d%% chance to daze it again each turn.
The chance will increase with Magic stat.]]):format(self:combatTalentSpellDamage(t, 30, 50))
end,
Burning Hex
Code: Select all
info = function(self, t)
return ([[Hexes your target for 20 turns. Each time it uses a resource (stamina, mana, vim, ...) it takes %0.2f fire damage.
The damage will increase with Magic stat.]]):format(damDesc(self, DamageType.FIRE, self:combatTalentSpellDamage(t, 4, 90)))
end,
Empathic Hex
Code: Select all
info = function(self, t)
return ([[Hexes your target for 20 turns. Each time it does damage it takes %d%% of the same damage.
The damage will increase with Magic stat.]]):format(self:combatTalentSpellDamage(t, 4, 20))
end,
plagues.lua
Epidemic
Code: Select all
info = function(self, t)
return ([[Infects the target with a very contagious disease doing %0.2f damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic will activate and spread diseases to nearby targets.
The damage will increase with your Magic stat.]]):
format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 15, 50)))
end,
reaving-combat.lua
Code: Select all
on_unlearn = function(self, t)
if not self:knowTalent(t) then
self:attr("allow_any_dual_weapons", -1)
end
end,
combat.lua
bloodlust - there is something strange desc says that its spellpower but in code we see its duration
Code: Select all
if self:hasEffect(self.EFF_BLOODLUST) then
add = add + self:hasEffect(self.EFF_BLOODLUST).dur
end
Code: Select all
info = function(self, t)
return ([[Your blood turns into an acidic mixture. When you get hit the attacker is splashed with acid.
This deals %0.2f acid damage each turn for 5 turns and reduces the attacker attack by %d.
At level 3 it will also reduce armour by %d for 5 turns.
The damage will increase with your Magic stat.]]):
format(damDesc(self, DamageType.ACID, self:combatTalentSpellDamage(t, 5, 30)), self:combatTalentSpellDamage(t, 15, 35), self:combatTalentSpellDamage(t, 15, 40))
end,
sanguisuge.lua
Drain
Code: Select all
info = function(self, t)
return ([[Fires a bolt of blight, doing %0.2f* blight damage and replenishing 20%% of it as vim energy.
The effect will increase with your Magic stat.
*Can be critical]]):
format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 25, 200)))
end,
scourge.lua
Acid Strike
Code: Select all
info = function(self, t)
return ([[Strike with each of your weapons, doing %d%% acid weapon damage. If at least one of the strikes hits an acid splash is generated doing %0.2f* acid damage.
The splash damage will increase with your Magic stat.
*Can be critical]]):
format(100 * self:combatTalentWeaponDamage(t, 0.8, 1.6), damDesc(self, DamageType.ACID, self:combatTalentSpellDamage(t, 10, 130)))
end,
shadowflame.lua
Darkfire
Code: Select all
info = function(self, t)
return ([[Conjures up a bolt of shadowflame moving toward the target that explodes into a flash of darkness and fire doing %0.2f* fire damage and %0.2f* darkness damage in a radius of %d.
The damage will increase with the Magic stat
*Can be critical]]):format(
damDesc(self, DamageType.FIRE, self:combatTalentSpellDamage(t, 28, 220) / 2),
damDesc(self, DamageType.DARKNESS, self:combatTalentSpellDamage(t, 28, 220) / 2),
1 + self:getTalentLevelRaw(t)
)
end,
Flame of Urh'Rok
Code: Select all
info = function(self, t)
local e = self:getTalentFromId(self.T_DEMON_PLANE)
if e then
local heal = self:combatTalentSpellDamage(e, 12, 140)
end
return ([[Call upon the essence of the supreme demon overlord Urh'Rok to turn into a demon.
While in demon form you gain %d%% fire resistance, %d%% darkness resistance and your global speed is increased by %d%%.
The flames of the demon plane will heal you for %0.2f while in demon form.
The resistances and heal will increase with Magic stat.]]):
format(
self:combatTalentSpellDamage(t, 20, 30), self:combatTalentSpellDamage(t, 20, 35),
self:getTalentLevel(t) * 3,heal
)
end,
vim.lua
Soul Rot
Code: Select all
info = function(self, t)
return ([[Projects a bolt of pure blight, doing %0.2f* blight damage.
This spell has an improved critical strike chance of +%0.2f%%.
The damage will increase with Magic stat.
*Can be critical]]):format(self:combatTalentSpellDamage(t, 20, 250), self:getTalentLevel(t) * 5)
end,
Dark Portal
Code: Select all
info = function(self, t)
return ([[Open a dark portal to the target zone, all creatures caught inside will be teleported to your location and you to theirs.
All creatures(except you) traversing the portal will catch a random disease doing %0.2f blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by %d.
The damage will increase with the Magic stat]]):format(damDesc(self, DamageType.BLIGHT, self:combatTalentSpellDamage(t, 12, 80), self:combatTalentSpellDamage(t, 5, 25)))
end,
Re: Needed Talent Description Updates
Code: Select all
return ([[Designate a target as martyr for 10 turns. When the martyr deals damage it also damages itself for %d%% of its damage dealt.
The damage percent will increase with the Magic stat]]):
format(
8 * self:getTalentLevelRaw(t)
)
<DarkGod> lets say it's intended
Re: Needed Talent Description Updates
Re: Needed Talent Description Updates
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

-
- Thalore
- Posts: 159
- Joined: Wed Jul 07, 2010 4:11 pm
- Location: The Intardnet
Re: Needed Talent Description Updates
cunning
lethality.lua
Snap
Code: Select all
info = function(self, t)
return ([[Your quick wits allow you to reset the cooldown of %d of your combat talents(cunning or technique categories) of level %d or less.]]):
format(math.ceil(self:getTalentLevel(t) + 2), self:getTalentLevelRaw(t))
end,
stealth.lua
Unseen Actions - tottaly broken skill in Actions.lua
Code: Select all
if self.unseenForces then
local t = self:getTalentFromId(self.T_UNSEEN_FORCES)
t.do_unseenForces(self, t)
end
Sticky Smoke
Code: Select all
info = function(self, t)
return ([[Throws a vial of sticky smoke that explodes on your foe, reducing its vision range by %d for 7 turns.
This can be used while stealthed.]]):
format(math.ceil(self:getTalentLevel(t) * 2.5))
end,
Re: Needed Talent Description Updates
Martyrdom
Code: Select all
info = function(self, t)
return ([[Designate a target as martyr for 10 turns. When the martyr deals damage it also damages itself for %d%% of its damage dealt.
The damage percent will increase with the Magic stat]]):
format(
8 * self:getTalentLevelRaw(t)
)
end,
glyphs.lua
Glyph of Repulsion
Code: Select all
info = function(self, t)
return ([[You bind light in a glyph on the floor. All targets passing by will be hit by a blast of light doing %0.2f damage and knocked back.
The glyph lasts for %d turns.
The damage will increase with the Magic stat]]):format(15 + self:combatSpellpower(0.12) * self:getTalentLevel(t), 5 + self:getTalentLevel(t))
end,
Glyph of Paralysis
Code: Select all
info = function(self, t)
return ([[You bind light in a glyph on the floor. All targets passing by will be dazed for %d turns.
The glyph lasts for %d turns.]]):format(2 + self:getTalentLevelRaw(t), 5 + self:getTalentLevel(t))
end,
hymns.lua
Hymn of Moonlight
Code: Select all
info = function(self, t)
return ([[Conjures a shroud of dancing shadows with a radius of 5 that follows you as long as this spell is active.
Each turn a random shadow beam will hit up to %d of your foes for 1 to %0.2f* damage.
This powerful spell will continuously drain %d negative energy while active.
The damage will increase with the Magic stat
*Can be critical]]):format(self:getTalentLevel(t), damDesc(self, DamageType.DARKNESS, self:combatTalentSpellDamage(t, 7, 80)), self:getTalentLevelRaw(t))
end,
light.lua
Healing Light
Code: Select all
info = function(self, t)
return ([[An invigorating ray of Sunlight shines on you, healing your body for %d* life.
The life healed will increase with the Magic stat
*Can be critical]]):format(self:combatTalentSpellDamage(t, 20, 240))
end,
star-fury.lua
Moonlight Ray
Code: Select all
info = function(self, t)
return ([[Calls the power of the Moon into a beam of shadows doing %0.2f* damage.
The damage will increase with the Magic stat
*Can be critical]]):format(damDesc(self, DamageType.DARKNESS, self:combatTalentSpellDamage(t, 14, 230)))
end,
Twilight Surge
Code: Select all
info = function(self, t)
return ([[A surge of twilight pulses from you, doing %0.2f* light and %0.2f* darkness damage in a radius of %d.
It also regenerates both your negative and positive energies.
The damage will increase with the Magic stat
*Can be critical]]):
format(
damDesc(self, DamageType.LIGHT, 10 + self:combatSpellpower(0.2) * self:getTalentLevel(t)),
damDesc(self, DamageType.DARKNESS, 10 + self:combatSpellpower(0.2) * self:getTalentLevel(t)),
self:getTalentRange(t)
)
end,
Starfall
Code: Select all
info = function(self, t)
return ([[A star falls into area of radius %d, stunning all for 4 turns and doing %0.2f* darkness damage.
The damage will increase with the Magic stat
*Can be critical]]):format(1 + math.floor(self:getTalentLevelRaw(t) / 3,damDesc(self, DamageType.DARKNESS, self:combatTalentSpellDamage(t, 28, 170)))
end,
sun.lua
Searing Light
Code: Select all
info = function(self, t)
return ([[Calls the power of the Sun into a searing lance doing %0.2f* damage and leaving a spot on the ground for 4 turns doing %0.2f damage.
The damage will increase with the Magic stat
*Can be critical]]):format(damDesc(self, DamageType.LIGHT, self:combatTalentSpellDamage(t, 6, 160)), self:combatTalentSpellDamage(t, 6, 80))
end,
Sun Flare
Code: Select all
info = function(self, t)
return ([[Invokes a Sun flare of radius %d, blinding your foes dor %d turns and lighting up your immediate area.
At level 3 it will start dealing %0.2f light damage.
The damage will increase with the Magic stat]]):
format(2 + self:getTalentLevel(t) / 2,3 + self:getTalentLevel(t),damDesc(self, DamageType.LIGHT, self:combatTalentSpellDamage(t, 4, 80)))
end,
Firebeam
Code: Select all
info = function(self, t)
return ([[Fire a beam of Sun flames at your foes, burning all those in line for %0.2f* fire damage.
The damage will increase with the Magic stat
*Can be critical]]):
format(damDesc(self, DamageType.FIRE, self:combatTalentSpellDamage(t, 10, 200)))
end,
Sunburst
Code: Select all
info = function(self, t)
return ([[Conjures a furious burst of Sunlight, dealing %0.2f* light damage to all those around you in a radius of 3.
The damage will increase with the Magic stat
*Can be critical]]):format(damDesc(self, DamageType.LIGHT, self:combatTalentSpellDamage(t, 10, 160)))
end,
twilight.lua
Twilight
Code: Select all
info = function(self, t)
return ([[You stand between the darkness and the light, allowing you to convert 15 positive energy into %d negative energy.]]):
format(20 + 20 * self:getTalentLevel(t))
end,
Re: Needed Talent Description Updates
Code: Select all
info = function(self, t)
return ([[Hits the target with your weapon doing %d%% damage. If the attack hits, the target is stunned for %d turns.]]):format(
100 * self:combatTalentWeaponDamage(t, 1, 1.5),
2 + self:getTalentLevel(t)
)
end,
<DarkGod> lets say it's intended
Re: Needed Talent Description Updates
Under linux this is like:
svn diff > foo.diff
Under windows, I'm sure other people can guide you through, but it'll mean you wont have to type it all up here and I wont have to copy/paster it and apply it manualy

Pretty please

--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Needed Talent Description Updates
I'm not adding Can be critical though because what can and can not crit is generally pretty intuitive (if anything effects that can't crit should be pointed out rather then the other way around). Also it's just not how it should be written if it was written.
"This ability is capable of a critical strike" or something along those lines would fit better with the language used in talent descriptions. Can be critical is not a complete sentence and every other talent uses complete sentence structure.
Re: Needed Talent Description Updates
if you dont like "Can be critical" you can always "find and replace" if you think you can make a better "complete sentence" its up to you.
as for "This ability is capable of a critical strike" its not "ability" but "talent" and its not "This ability" but some of effects can be critical (damage/heal), thats why there are asterix marks on some of effects,
its "*Can be critical" as it doesnt take up much space and i find it better than "*This particular effect can be critical and thus deal 150% of its basic value"
@darkgod
ill try but i find it better solution to post it here as it takes only about 20 sec to post new desc and this way any coders can see if its already changed or comment on change.