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- local VoidMetal = extend(Buff)
- VoidMetal.tags = {}
- VoidMetal.runeChance = 0
- function VoidMetal:shouldApplyBuff(code)
- local level = self.unit:upgradeLevel('voidmetal')
- local hasBastion = self.unit:upgradeLevel('temperedbastion') > 0
- local chance = (hasBastion and ctx.player.dead) and 1 or self.runeChance + .4
- if self.unit.buffs:isCrowdControl(code) then
- return love.math.random() > chance
- end
- return true
- end
- function VoidMetal:bonuses()
- local bonuses = {}
- if self.runeChance > 0 then
- table.insert(bonuses, {'Runes', math.round(self.runeChance * 100) .. '%', 'chance'})
- end
- return bonuses
- end
- return VoidMetal
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