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Commit 8367b319 authored by dg's avatar dg
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Dual Arrows cost 0 stamina

Aim, Rapid Shot, Heave and Slow Motion sustain cost reduced
Critical Shot replaced by Relaxed Shot, which replenishes stamina


git-svn-id: http://svn.net-core.org/repos/t-engine4@2740 51575b47-30f0-44d4-a5cc-537603b46e54
parent 7efd2d50
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......@@ -71,7 +71,7 @@ newTalent{
points = 5,
require = techs_dex_req2,
cooldown = 30,
sustain_stamina = 50,
sustain_stamina = 20,
tactical = { BUFF = 2 },
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
activate = function(self, t)
......@@ -115,7 +115,7 @@ newTalent{
points = 5,
require = techs_dex_req3,
cooldown = 30,
sustain_stamina = 50,
sustain_stamina = 20,
tactical = { BUFF = 2 },
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
activate = function(self, t)
......@@ -146,13 +146,12 @@ newTalent{
}
newTalent{
name = "Critical Shot",
name = "Relaxed Shot",
type = {"technique/archery-training", 4},
no_energy = "fake",
points = 5,
random_ego = "attack",
cooldown = 14,
stamina = 35,
require = techs_dex_req4,
range = archery_range,
requires_target = true,
......@@ -161,11 +160,13 @@ newTalent{
action = function(self, t)
local targets = self:archeryAcquireTargets()
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1.2, 2), crit_chance=1000})
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 0.5, 1.1)})
self:incStamina(12 + self:getTalentLevel(t) * 8)
return true
end,
info = function(self, t)
return ([[You concentrate on your aim to produce a guaranteed critical hit (with a base damage of %d%%).]]):format(self:combatTalentWeaponDamage(t, 1.2, 2) * 100)
return ([[You fire a shot without putting much strength in it, doing %d%% damage.
That brief moment of relief allows you to regain %d stamina.]]):format(self:combatTalentWeaponDamage(t, 0.5, 1.1) * 100, 12 + self:getTalentLevel(t) * 8)
end,
}
......
......@@ -59,7 +59,6 @@ newTalent{
no_energy = "fake",
points = 5,
cooldown = 8,
stamina = 15,
require = techs_dex_req3,
range = archery_range,
tactical = { ATTACKAREA = 1 },
......@@ -71,11 +70,12 @@ newTalent{
local tg = {type="ball", radius=1}
local targets = self:archeryAcquireTargets(tg, {limit_shots=2})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1.2, 1.7)})
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1.2, 1.9)})
return true
end,
info = function(self, t)
return ([[You fire two arrows at your target, hitting it and a nearby foe if possible, doing %d%% damage.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 1.7))
return ([[You fire two arrows at your target, hitting it and a nearby foe if possible, doing %d%% damage
This talent does not use any stamina.]]):format(100 * self:combatTalentWeaponDamage(t, 1.2, 1.9))
end,
}
......
......@@ -71,7 +71,7 @@ newTalent{
points = 5,
random_ego = "defensive",
cooldown = 15,
stamina = 30,
stamina = 20,
tactical = { ESCAPE = 1, DISABLE = 3 },
requires_target = true,
action = function(self, t)
......@@ -108,7 +108,7 @@ newTalent{
points = 5,
cooldown = 30,
range = 10,
sustain_stamina = 120,
sustain_stamina = 80,
tactical = { BUFF = 2 },
activate = function(self, t)
return {
......
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