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Commit 0f9654d0 authored by dg's avatar dg
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Weapon Combat renamed to Combat Accuracy

git-svn-id: http://svn.net-core.org/repos/t-engine4@3134 51575b47-30f0-44d4-a5cc-537603b46e54
parent 7d9a4c59
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......@@ -799,6 +799,8 @@ function _M:quickSwitchWeapons()
local oh1, oh2 = self.inven[self.INVEN_OFFHAND], self.inven[self.INVEN_QS_OFFHAND]
local pf1, pf2 = self.inven[self.INVEN_PSIONIC_FOCUS], self.inven[self.INVEN_QS_PSIONIC_FOCUS]
if not mh1 or not mh2 or not oh1 or not oh2 then return end
local mhset1, mhset2 = {}, {}
local ohset1, ohset2 = {}, {}
local pfset1, pfset2 = {}, {}
......
......@@ -31,7 +31,7 @@ newTalent{
tactical = { BUFF = 1 },
activate = function(self, t)
return {
speed = self:addTemporaryValue("combat_physspeed", self:combatSpeed() - 1 / (1 + 0.08 * 1.3)),
speed = self:addTemporaryValue("combat_physspeed", self:combatSpeed() + 1 / (1 + 0.08 * 1.3)),
atk = self:addTemporaryValue("combat_atk", 4 + (self:getTalentLevel(t) * self:getDex()) / 15),
crit = self:addTemporaryValue("combat_physcrit", 4 + (self:getTalentLevel(t) * self:getDex()) / 25),
}
......
......@@ -70,7 +70,7 @@ newTalent{
}
newTalent{
name = "Weapon Combat",
name = "Combat Accuracy", short_name = "WEAPON_COMBAT",
type = {"technique/combat-training", 1},
points = 10,
require = { level=function(level) return (level - 1) * 2 end },
......@@ -78,7 +78,7 @@ newTalent{
getAttack = function(self, t) return self:getTalentLevel(t) * 5 end,
info = function(self, t)
local attack = t.getAttack(self, t)
return ([[Increases accuracy of melee and ranged weapons by %d.]]):
return ([[Increases accuracy of unarmed, melee and ranged weapons by %d.]]):
format(attack)
end,
}
......
......@@ -61,7 +61,9 @@ function _M:generateList()
local list = {}
for o, _ in pairs(self.def.orders) do
list[#list+1] = {name=orders[o][2](self.actor), order=o, sort=orders[o][1]}
if orders[o] then
list[#list+1] = {name=orders[o][2](self.actor), order=o, sort=orders[o][1]}
end
end
table.sort(list, function(a,b) return a.sort < b.sort end)
......
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