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Commit 13885c4d authored by Chris Davidson's avatar Chris Davidson
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Fix

parent 48f5ac2a
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......@@ -55,7 +55,7 @@ newTalent{
if target and target ~= self then
-- We need to alter behavior slightly to accomodate shields since they aren't used in attackTarget
local shield, shield_combat = self:hasShield()
local weapon = self:hasMHWeapon()
local weapon = self:hasMHWeapon().combat
if not shield then
self:attackTarget(target, DamageType.ICE, t.damagemult(self, t), true)
else
......
......@@ -56,7 +56,7 @@ newTalent{
-- We need to alter behavior slightly to accomodate shields since they aren't used in attackTarget
state[target] = true
local shield, shield_combat = self:hasShield()
local weapon = self:hasMHWeapon()
local weapon = self:hasMHWeapon().combat
if not shield then
self:attackTarget(target, DamageType.PHYSKNOCKBACK, t.getDamage(self, t), true)
else
......
......@@ -49,7 +49,7 @@ newTalent{
-- We need to alter behavior slightly to accomodate shields since they aren't used in attackTarget
local attack_mode = function(self, target, dt, dam)
local shield, shield_combat = self:hasShield()
local weapon = self:hasMHWeapon()
local weapon = self:hasMHWeapon().combat
if not shield then
self:attackTarget(target, dt, dam, true)
else
......
......@@ -49,13 +49,13 @@ newTalent{
self:logCombat(target, "#Source# tries to swallow #Target#!")
local shield, shield_combat = self:hasShield()
local weapon = self:hasMHWeapon()
local weapon = self:hasMHWeapon().combat
local hit = false
if not shield then
hit = self:attackTarget(target, DamageType.NATURE, t.getDamage(self, t), true)
else
hit = self:attackTargetWith(target, weapon, DamageType.NATURE, t.getDamage(self, t))
hit = self:attackTargetWith(target, shield_combat, DamageType.NATURE, t.getDamage(self, t))
if self:attackTargetWith(target, shield_combat, DamageType.NATURE, t.getDamage(self, t)) or hit then hit = true end
end
if not hit then return true end
......
......@@ -154,7 +154,7 @@ newTalent{
-- We need to alter behavior slightly to accomodate shields since they aren't used in attackTarget
local shield, shield_combat = self:hasShield()
local weapon = self:hasMHWeapon()
local weapon = self:hasMHWeapon().combat
if not shield then
self:attackTarget(target, (self:getTalentLevel(t) >= 2) and DamageType.ACID_BLIND or DamageType.ACID, t.getDamage(self, t), true)
self:attackTarget(target, (self:getTalentLevel(t) >= 4) and DamageType.ACID_BLIND or DamageType.ACID, t.getDamage(self, t), true)
......
......@@ -166,7 +166,7 @@ newTalent{
-- Second & third attack with weapon
if hit then
self.turn_procs.auto_phys_crit = true
local weapon = self:hasMHWeapon()
local weapon = self:hasMHWeapon().combat
self:attackTargetWith(target, weapon, nil, self:combatTalentWeaponDamage(t, 0.8, 1.3))
self:attackTargetWith(target, weapon, nil, self:combatTalentWeaponDamage(t, 0.8, 1.3))
self.turn_procs.auto_phys_crit = nil
......
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