Changes ERUPT to cause fear instead of bleeding
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parent
8fb1bbcc1e
commit
046551ad6d
10
src/skill.c
10
src/skill.c
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@ -198,7 +198,8 @@ static char *erupt_tooltip[] = {
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"ERUPT", "",
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"ERUPT", "",
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"",
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"",
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" You erupt in a magical explosion damaging monsters", "",
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" You erupt in a magical explosion damaging monsters", "",
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" around you pushing them back and causing bleeding.", "",
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" around you pushing them back and causing fear", "",
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" for 3 turns.", "",
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"",
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"",
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"COOLDOWN:", "",
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"COOLDOWN:", "",
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" 3 turns", "",
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" 3 turns", "",
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@ -972,19 +973,20 @@ skill_erupt(Skill *skill, SkillData *data)
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player->stats.advantage = false;
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player->stats.advantage = false;
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monster_hit(r->monster, result.dmg, result.critical);
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monster_hit(r->monster, result.dmg, result.critical);
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gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
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gui_log("%s takes %d damage from the explosion", r->monster->label, result.dmg);
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monster_set_bleeding(r->monster);
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monster_set_state(r->monster, SCARED, 3);
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int lvl = 2;//player_has_artifact(player, PUSH_BACK);
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int lvl = 2;//player_has_artifact(player, PUSH_BACK);
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Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
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Vector2d dir = vector2d_to_direction(&VEC2D((float) i, (float) j));
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for (int k = 0; k < lvl; ++k) {
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monster_push(r->monster,
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monster_push(r->monster,
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player,
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player,
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rm,
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rm,
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VEC2D(dir.x * (float) lvl,
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dir
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dir.y * (float) lvl)
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);
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);
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}
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}
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}
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}
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}
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}
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}
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return true;
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return true;
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}
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}
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