diff --git a/game/modules/tome/data/talents/undeads/ghoul.lua b/game/modules/tome/data/talents/undeads/ghoul.lua index 9fc09f1db612448e84a6566991a02900f8802855..4e828069946f3c83b006526df9ad495375ae2cfc 100644 --- a/game/modules/tome/data/talents/undeads/ghoul.lua +++ b/game/modules/tome/data/talents/undeads/ghoul.lua @@ -41,13 +41,34 @@ newTalent{ tactical = { ATTACK = 10, }, - range = 20, + range = function(self, t) return math.floor(5 + self:getTalentLevel(t) * 1.2) end, action = function(self, t) + local tg = {type="hit", range=self:getTalentRange(t)} + local x, y, target = self:getTarget(tg) + if not x or not y then return nil end + if math.floor(core.fov.distance(self.x, self.y, x, y)) > self:getTalentRange(t) then return nil end + + local l = line.new(self.x, self.y, x, y) + local lx, ly = l() + local tx, ty = lx, ly + lx, ly = l() + while lx and ly do + if game.level.map:checkEntity(lx, ly, Map.TERRAIN, "block_move", self) then break end + tx, ty = lx, ly + lx, ly = l() + end + + -- Find space + local fx, fy = util.findFreeGrid(tx, ty, 5, true, {[Map.ACTOR]=true}) + if not fx then + return + end + self:move(fx, fy, true) + return true end, info = function(self, t) return ([[Leap toward your target.]]) - end, } @@ -62,10 +83,25 @@ newTalent{ }, range = 1, action = function(self, t) + local tg = {type="hit", range=self:getTalentRange(t)} + local x, y, target = self:getTarget(tg) + if not x or not y or not target then return nil end + if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end + local hitted = self:attackTarget(target, nil, 0.2 + self:getTalentLevel(t) / 12, true) + + if hitted then + if target:checkHit(self:combatAttackDex(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then + target:setEffect(target.EFF_STUNNED, 3 + math.ceil(self:getTalentLevel(t)), {}) + else + game.logSeen(target, "%s resists the stun!", target.name:capitalize()) + end + end + return true end, info = function(self, t) - return ([[Gnaw your target, trying to stun it.]]) + return ([[Gnaw your target doing %d%% damage, trying to stun it instead of damaging it. If your attack hits the target is stunned for %d turns.]]): + format(100 * (0.2 + self:getTalentLevel(t) / 12), 3 + math.ceil(self:getTalentLevel(t))) end, }