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Commit 99204d86 authored by dg's avatar dg
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typos

git-svn-id: http://svn.net-core.org/repos/t-engine4@4727 51575b47-30f0-44d4-a5cc-537603b46e54
parent 8e8c45b8
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......@@ -252,7 +252,7 @@ newTalent{
info = function(self, t)
local movementSpeedChange = t.getMovementSpeedChange(self, t)
local defenseChange = t.getDefenseChange(self, t, true)
return ([[Let hate fuel your movements. While active you gain %d%% movement speed. The recklessness of your movement brings you bad luck (luck -3). Cleave, repel and parry cannot be activate simultaneously and activating one will place the others in cooldown. The speed of your movements combined with the balance and utility of two weapons gives you %d extra defense while dual-wielding.
return ([[Let hate fuel your movements. While active you gain %d%% movement speed. The recklessness of your movement brings you bad luck (luck -3). Cleave, repel and surge cannot be activate simultaneously and activating one will place the others in cooldown. The speed of your movements combined with the balance and utility of two weapons gives you %d extra defense while dual-wielding.
Movement speed and dual-wielding defense increase with with the Willpower stat.]]):format(movementSpeedChange * 100, defenseChange)
end,
}
......@@ -58,10 +58,10 @@ newTalent{
local x, y, target = self:getTarget(tg)
if not x or not y or not target then return nil end
if core.fov.distance(self.x, self.y, x, y) > 1 then return nil end
local damageMultiplier = t.getDamageMultiplier(self, t)
local hit = self:attackTarget(target, nil, damageMultiplier, true)
local level = self:getTalentLevel(t)
if hit and target:canBe("poison") and level >= 4 or (self:hasCursedWeapon() and level >= 3) then
local poisonDamage = t.getPoisonDamage(self, t)
......@@ -116,12 +116,12 @@ newTalent{
end
end
end
if #targets <= 0 then return nil end
local damageMultiplier = t.getDamageMultiplier(self, t)
local attackChange = t.getAttackChange(self, t)
local effStalker = self:hasEffect(self.EFF_STALKER)
for i = 1, 4 do
local target
......@@ -322,21 +322,21 @@ newTalent{
local tSurge = self:getTalentFromId(self.T_SURGE)
self.talents_cd[self.T_SURGE] = tSurge.cooldown
end
if self:isTalentActive(self.T_REPEL) then
self:useTalent(self.T_REPEL)
elseif self:knowTalent(self.T_REPEL) then
local tRepel = self:getTalentFromId(self.T_REPEL)
self.talents_cd[self.T_REPEL] = tRepel.cooldown
end
return {
luckId = self:addTemporaryValue("inc_stats", { [Stats.STAT_LCK] = -3 })
}
end,
deactivate = function(self, t, p)
if p.luckId then self:removeTemporaryValue("inc_stats", p.luckId) end
return true
end,
on_attackTarget = function(self, t, target)
......@@ -363,7 +363,7 @@ newTalent{
end,
info = function(self, t)
local chance = t.getChance(self, t)
return ([[While active every swing of your weapon has a %d%% chance of striking a second nearby target for %d%% (at 0 Hate) to %d%% (at 10+ Hate) damage. The recklessness of your attacks brings you bad luck (luck -3). Cleave, repel and parry cannot be activate simultaneously and activating one will place the others in cooldown.
return ([[While active every swing of your weapon has a %d%% chance of striking a second nearby target for %d%% (at 0 Hate) to %d%% (at 10+ Hate) damage. The recklessness of your attacks brings you bad luck (luck -3). Cleave, repel and surge cannot be activate simultaneously and activating one will place the others in cooldown.
Chance and damage increase with with the Strength stat and when wielding a two-handed weapon (+15%% chance, +25%% damage). Hate-based effects will improve when wielding cursed weapons (+2.5 hate).]]):format(chance, t.getDamageMultiplier(self, t, 0) * 100, t.getDamageMultiplier(self, t, 10) * 100)
end,
}
......
......@@ -116,7 +116,7 @@ newTalent{
-- local conversionPercent = t.getConversionPercent(self, t)
-- local maxConversion = t.getMaxConversion(self, t)
-- self:setEffect(target.EFF_SUFFERING, duration, { conversionDuration = conversionDuration, conversionPercent = conversionPercent, maxConversion = maxConversion })
--
--
-- return true
-- end,
-- info = function(self, t)
......@@ -152,10 +152,10 @@ newTalent{
--
-- local damagePercent = t.getDamagePercent(self, t)
-- local distance = t.getDistance(self, t)
--
--
-- local hit = self:attackTarget(target, nil, damagePercent / 100, true)
-- self:knockback(target.x, target.y, distance)
--
--
-- return true
-- end,
-- info = function(self, t)
......@@ -197,7 +197,7 @@ newTalent{
-- local poisonDamage = t.getPoisonDamage(self, t)
-- local healFactor = t.getHealFactor(self, t)
-- local duration = t.getDuration(self, t)
--
--
-- local hit = self:attackTarget(target, nil, damagePercent / 100, true)
-- if hit and target:canBe("poison") then
-- target:setEffect(target.EFF_INSIDIOUS_POISON, duration, {src=self, power=poisonDamage / duration, heal_factor=healFactor})
......@@ -248,10 +248,10 @@ newTalent{
game:playSoundNear(self, "talents/teleport")
local multiplier = self:combatTalentWeaponDamage(t, 0.7, 1.9) * getHateMultiplier(self, 0.3, 1.0, true)
self:attackTarget(target, nil, multiplier, true)
local defenseChange = t.getDefenseChange(self, t)
self:setEffect(target.EFF_BLINDSIDE_BONUS, 1, { defenseChange=defenseChange })
return true
end
end
......@@ -293,13 +293,13 @@ newTalent{
-- local attackCount = t.getAttackCount(self, t)
-- local confuseDuration = t.getConfuseDuration(self, t)
-- local confuseEfficiency = t.getConfuseEfficiency(self, t)
-- local minDistance = 1
-- local maxDistance = 4
-- local startX, startY = self.x, self.y
-- local positions = {}
-- local targets = {}
-- -- find all positions and targets in range
-- for x = startX - maxDistance, startX + maxDistance do
-- for y = startY - maxDistance, startY + maxDistance do
......@@ -308,26 +308,26 @@ newTalent{
-- and core.fov.distance(startX, startY, x, y) >= minDistance
-- and self:hasLOS(x, y) then
-- if self:canMove(x, y) then positions[#positions + 1] = {x, y} end
-- local target = game.level.map(x, y, Map.ACTOR)
-- if target and target ~= self and self:reactionToward(target) < 0 then targets[#targets + 1] = target end
-- end
-- end
-- end
-- -- perform confusion
-- for i = 1, #targets do
-- self:project({type="hit",x=targets[i].x,y=targets[i].y}, targets[i].x, targets[i].y, DamageType.CONFUSION, { dur = confuseDuration, dam = confuseEfficiency })
-- end
-- -- perform attacks
-- for i = 1, attackCount do
-- if #targets == 0 then break end
-- local target = rng.tableRemove(targets)
-- local hit = self:attackTarget(target, nil, damagePercent / 100, true)
-- end
-- -- perform movements
-- if #positions > 0 then
-- for i = 1, 8 do
......@@ -339,11 +339,11 @@ newTalent{
-- end
-- end
-- end
-- game.level.map:particleEmitter(currentX, currentY, 1, "teleport_in")
-- local position = positions[rng.range(1, #positions)]
-- self:move(position[1], position[2], true)
-- return true
-- end,
-- info = function(self, t)
......@@ -351,7 +351,7 @@ newTalent{
-- local attackCount = t.getAttackCount(self, t)
-- local confuseDuration = t.getConfuseDuration(self, t)
-- local confuseEfficiency = t.getConfuseEfficiency(self, t)
-- return ([[With unnatural speed you assail all foes in sight within a range of 4 with wild swings from your axe. You will attack up to %d different targets for %d%% damage. When the assualt finally ends all foes in range will be confused for %d turns and you will find yourself in a nearby location.]]):format(attackCount, damagePercent, confuseDuration)
-- end,
-- }
......@@ -384,21 +384,21 @@ newTalent{
local tCleave = self:getTalentFromId(self.T_CLEAVE)
self.talents_cd[self.T_CLEAVE] = tCleave.cooldown
end
if self:isTalentActive(self.T_SURGE) then
self:useTalent(self.T_SURGE)
elseif self:knowTalent(self.T_SURGE) then
local tSurge = self:getTalentFromId(self.T_SURGE)
self.talents_cd[self.T_SURGE] = tSurge.cooldown
end
return {
luckId = self:addTemporaryValue("inc_stats", { [Stats.STAT_LCK] = -3 })
}
end,
deactivate = function(self, t, p)
if p.luckId then self:removeTemporaryValue("inc_stats", p.luckId) end
return true
end,
isRepelled = function(self, t)
......@@ -407,7 +407,7 @@ newTalent{
end,
info = function(self, t)
local chance = t.getChance(self, t)
return ([[Rather than hide from the onslaught you face down every threat. While active you have a %d%% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (luck -3). Cleave, repel and parry cannot be activate simultaneously and activating one will place the others in cooldown.
return ([[Rather than hide from the onslaught you face down every threat. While active you have a %d%% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (luck -3). Cleave, repel and surge cannot be activate simultaneously and activating one will place the others in cooldown.
Chance increases with with the Strength stat and when equipped with a shield.]]):format(chance)
end,
}
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