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Commit 04b95786 authored by dg's avatar dg
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Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have...

Weapon Mastery, Knives Mastery, Exotic Mastery and Combat Accuracy now have only 5 levels instead of 10 (scale end benefi, just spread over less points). So melee classes will have more generic points for "other" toys


git-svn-id: http://svn.net-core.org/repos/t-engine4@5169 51575b47-30f0-44d4-a5cc-537603b46e54
parent b9288a7b
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......@@ -862,7 +862,7 @@ end
--- Gets the attack
function _M:combatAttackBase(weapon, ammo)
weapon = weapon or self.combat or {}
return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 5 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 10 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
end
function _M:combatAttack(weapon, ammo)
local stats
......@@ -964,7 +964,7 @@ function _M:combatDamage(weapon)
end
end
local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 10) / 2 + 1
local talented_mod = math.sqrt(self:combatCheckTraining(weapon) / 5) / 2 + 1
local power = math.max((weapon.dam or 1), 1)
power = (math.sqrt(power / 10) - 1) * 0.5 + 1
......
......@@ -85,10 +85,10 @@ newTalent{
newTalent{
name = "Combat Accuracy", short_name = "WEAPON_COMBAT",
type = {"technique/combat-training", 1},
points = 10,
require = { level=function(level) return (level - 1) * 2 end },
points = 5,
require = { level=function(level) return (level - 1) * 4 end },
mode = "passive",
getAttack = function(self, t) return self:getTalentLevel(t) * 5 end,
getAttack = function(self, t) return self:getTalentLevel(t) * 10 end,
info = function(self, t)
local attack = t.getAttack(self, t)
return ([[Increases accuracy of unarmed, melee and ranged weapons by %d.]]):
......@@ -99,11 +99,11 @@ newTalent{
newTalent{
name = "Weapons Mastery",
type = {"technique/combat-training", 1},
points = 10,
require = { stat = { str=function(level) return 12 + level * 3 end }, },
points = 5,
require = { stat = { str=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......@@ -116,11 +116,11 @@ newTalent{
newTalent{
name = "Knife Mastery",
type = {"technique/combat-training", 1},
points = 10,
require = { stat = { dex=function(level) return 10 + level * 3 end }, },
points = 5,
require = { stat = { dex=function(level) return 10 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......@@ -133,11 +133,11 @@ newTalent{
name = "Exotic Weapons Mastery",
type = {"technique/combat-training", 1},
hide = true,
points = 10,
require = { stat = { str=function(level) return 10 + level * 3 end, dex=function(level) return 10 + level * 3 end }, },
points = 5,
require = { stat = { str=function(level) return 10 + level * 6 end, dex=function(level) return 10 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......
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