v3.0.0: priest's guiding light bonus proc now works with allies too
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@@ -577,7 +577,7 @@ actors.hero.spells.flash.desc=The Cleric channels their ascended form at a nearb
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actors.hero.spells.guidinglight.name=guiding light
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actors.hero.spells.guidinglight.name=guiding light
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actors.hero.spells.guidinglight.short_desc=Deals ranged magic damage and guarantees a hit.
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actors.hero.spells.guidinglight.short_desc=Deals ranged magic damage and guarantees a hit.
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actors.hero.spells.guidinglight.desc=The Cleric fires a bolt of magical energy which strikes a target, dealing 2-6 damage and illuminating them. The next physical attack made against an illuminated enemy is guaranteed to hit them.
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actors.hero.spells.guidinglight.desc=The Cleric fires a bolt of magical energy which strikes a target, dealing 2-6 damage and illuminating them. The next physical attack made against an illuminated enemy is guaranteed to hit them.
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actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when cast by the Priest._ The first cast of the spell every 100 turns costs no tome charges, and illumination can be triggered by wands and some artifacts, dealing bonus damage equal to the item's level plus five. Any artifact that directly affects an enemy will trigger this effect.
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actors.hero.spells.guidinglight.desc_priest=_This spell is more powerful when cast by the Priest._ The first cast of the spell every 100 turns costs no tome charges, and illumination can be triggered by wands and some artifacts, dealing bonus damage equal to the item's level plus five. Any artifact that directly affects an enemy will trigger this effect. Illuminated also deals ten bonus damage when triggered by physical attacks from other characters.
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actors.hero.spells.guidinglight$guidinglightpriestcooldown.name=Guiding Light
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actors.hero.spells.guidinglight$guidinglightpriestcooldown.name=Guiding Light
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actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=The Priest will be able to cast Guiding Light for free again after 100 turns elapse.\n\nTurns remaining: %s.
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actors.hero.spells.guidinglight$guidinglightpriestcooldown.desc=The Priest will be able to cast Guiding Light for free again after 100 turns elapse.\n\nTurns remaining: %s.
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@@ -726,7 +726,7 @@ actors.hero.herosubclass.monk_short_desc=The _Monk_ builds energy while fighting
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actors.hero.herosubclass.monk_desc=The Monk is a master of physical technique. As she defeats enemies, she gains energy which can be used on a variety of defensive and utility-focused abilities. This energy does not fade over time, but has a cap based on the Monk's level.\n\n1 Energy: quickly strike with fists\n2 Energy: focus to dodge next attack\n3 Energy: instantly dash nearby\n4 Energy: kick an enemy away\n5 Energy: meditate to clear statuses and restore wand & artifact charge
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actors.hero.herosubclass.monk_desc=The Monk is a master of physical technique. As she defeats enemies, she gains energy which can be used on a variety of defensive and utility-focused abilities. This energy does not fade over time, but has a cap based on the Monk's level.\n\n1 Energy: quickly strike with fists\n2 Energy: focus to dodge next attack\n3 Energy: instantly dash nearby\n4 Energy: kick an enemy away\n5 Energy: meditate to clear statuses and restore wand & artifact charge
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actors.hero.herosubclass.priest=priest
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actors.hero.herosubclass.priest=priest
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actors.hero.herosubclass.priest_short_desc=The _Priest_ gains new long-range spells and an empowered version of guiding light.
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actors.hero.herosubclass.priest_short_desc=The _Priest_ gains new long-range spells and an empowered version of guiding light.
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actors.hero.herosubclass.priest_desc=The Priest gains a variety of new and upgraded spells that emphasize ranged combat and synergy with magical items.\n\nThe Priest can cast _Guiding Light_ for free once every 100 turns, and can trigger the illumination debuff with wands and some artifacts for bonus damage.\n\nThey also gain the _Radiance_ spell, which dispels darkness and illuminates and momentarily stuns all visible enemies at the cost of 2 charges.
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actors.hero.herosubclass.priest_desc=The Priest gains a variety of new and upgraded spells that emphasize ranged combat and synergy with magical items.\n\nThe Priest can cast _Guiding Light_ for free once every 100 turns, and can trigger the illumination debuff with allies, wands, and some artifacts for bonus damage.\n\nThey also gain the _Radiance_ spell, which dispels darkness and illuminates and momentarily stuns all visible enemies at the cost of 2 charges.
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actors.hero.herosubclass.paladin=paladin
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actors.hero.herosubclass.paladin=paladin
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actors.hero.herosubclass.paladin_short_desc=_(UNFINISHED)_ The _Paladin_ gains new short-range spells and empowered versions of holy weapon and ward.
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actors.hero.herosubclass.paladin_short_desc=_(UNFINISHED)_ The _Paladin_ gains new short-range spells and empowered versions of holy weapon and ward.
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actors.hero.herosubclass.paladin_desc=_The Paladin has not been implemented yet, and so is currently unselectable._\n\nThe Paladin gains a variety of new and upgraded spells that emphasize melee combat and synergy with weapons and armor.\n\nThe Paladin's _Holy Weapon_ and _Holy Ward_ spells grant larger bonuses, and no longer override existing enchantments and glyphs.\n\nThey also gain the _Smite_ spell, which lets them perform a guaranteed melee hit with bonus damage and enchantment power.
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actors.hero.herosubclass.paladin_desc=_The Paladin has not been implemented yet, and so is currently unselectable._\n\nThe Paladin gains a variety of new and upgraded spells that emphasize melee combat and synergy with weapons and armor.\n\nThe Paladin's _Holy Weapon_ and _Holy Ward_ spells grant larger bonuses, and no longer override existing enchantments and glyphs.\n\nThey also gain the _Smite_ spell, which lets them perform a guaranteed melee hit with bonus damage and enchantment power.
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@@ -1086,7 +1086,7 @@ actors.hero.talent.satiated_spells.desc=_+1:_ Eating food causes the Cleric to g
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actors.hero.talent.holy_intuition.title=holy intuition
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actors.hero.talent.holy_intuition.title=holy intuition
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actors.hero.talent.holy_intuition.desc=_+1:_ The Cleric can cast _Holy Intuition,_ a spell that reveals whether an item is cursed at the cost of _3 charges._\n\n_+2:_ The Cleric can cast _Holy Intuition,_ a spell that reveals whether an item is cursed at the cost of _2 charges._
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actors.hero.talent.holy_intuition.desc=_+1:_ The Cleric can cast _Holy Intuition,_ a spell that reveals whether an item is cursed at the cost of _3 charges._\n\n_+2:_ The Cleric can cast _Holy Intuition,_ a spell that reveals whether an item is cursed at the cost of _2 charges._
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actors.hero.talent.searing_light.title=searing light
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actors.hero.talent.searing_light.title=searing light
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actors.hero.talent.searing_light.desc=_+1:_ Physical attacks on enemies illuminated by _Guiding Light_ deal _+3 damage._\n\n_+2:_ Physical attacks on enemies illuminated by _Guiding Light_ deal _+5 damage._
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actors.hero.talent.searing_light.desc=_+1:_ The Cleric's physical attacks on enemies illuminated by _Guiding Light_ deal _+3 damage._\n\n_+2:_ The Cleric's physical attacks on enemies illuminated by _Guiding Light_ deal _+5 damage._
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actors.hero.talent.shield_of_light.title=shield of light
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actors.hero.talent.shield_of_light.title=shield of light
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actors.hero.talent.shield_of_light.desc=_+1:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them 2-4 armor against a target for _4 turns_ at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them 2-4 armor against a target for _6 turns_ at the cost of 1 charge.
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actors.hero.talent.shield_of_light.desc=_+1:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them 2-4 armor against a target for _4 turns_ at the cost of 1 charge.\n\n_+2:_ The Cleric can cast _Shield of Light,_ a spell that is cast instantly and grants them 2-4 armor against a target for _6 turns_ at the cost of 1 charge.
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@@ -403,9 +403,12 @@ public abstract class Char extends Actor {
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if (enemy.buff(GuidingLight.Illuminated.class) != null){
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if (enemy.buff(GuidingLight.Illuminated.class) != null){
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enemy.buff(GuidingLight.Illuminated.class).detach();
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enemy.buff(GuidingLight.Illuminated.class).detach();
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if (Dungeon.hero.hasTalent(Talent.SEARING_LIGHT)){
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if (this == Dungeon.hero && Dungeon.hero.hasTalent(Talent.SEARING_LIGHT)){
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dmg += 1 + 2*Dungeon.hero.pointsInTalent(Talent.SEARING_LIGHT);
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dmg += 1 + 2*Dungeon.hero.pointsInTalent(Talent.SEARING_LIGHT);
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}
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}
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if (this != Dungeon.hero && Dungeon.hero.subClass == HeroSubClass.PRIEST){
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enemy.damage(10, GuidingLight.INSTANCE);
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}
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}
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}
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Berserk berserk = buff(Berserk.class);
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Berserk berserk = buff(Berserk.class);
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