Skip to content
Snippets Groups Projects
Commit 141b9c36 authored by Eric Wykoff's avatar Eric Wykoff
Browse files

use weapon speed for TW weapon attacks

parent df06d0af
No related branches found
No related tags found
No related merge requests found
......@@ -51,6 +51,7 @@ newTalent{
paradox = function (self, t) return getParadoxCost(self, t, 10) end,
tactical = { ATTACK = {weapon = 2}, DISABLE = 3 },
requires_target = true,
no_energy = "fake",
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 3, 7)) end,
on_pre_use = function(self, t, silent) if not doWardenPreUse(self, "dual") then if not silent then game.logPlayer(self, "You require two weapons to use this talent.") end return false end return true end,
......@@ -60,7 +61,7 @@ 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 hitted = self:attackTarget(target, DamageType.MATTER, dam, true)
local hitted = self:attackTarget(target, DamageType.MATTER, dam)
if hitted then
local chance = rng.range(1, 4)
......@@ -114,6 +115,7 @@ newTalent{
paradox = function (self, t) return getParadoxCost(self, t, 15) end,
tactical = { ATTACKAREA = {weapon = 2}, DISABLE = 3 },
requires_target = true,
no_energy = "fake",
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getDuration = function(self, t) return math.floor(self:combatTalentScale(t, 3, 7)) end,
getPower = function(self, t) return self:combatTalentSpellDamage(t, 50, 150, getParadoxSpellpower(self)) end,
......@@ -136,7 +138,7 @@ newTalent{
local lt, rt = game.level.map(lx, ly, Map.ACTOR), game.level.map(rx, ry, Map.ACTOR)
-- target hit
hit1 = self:attackTarget(target, nil, damage, true)
hit1 = self:attackTarget(target, nil, damage)
--left hit
if lt then
......@@ -190,6 +192,7 @@ newTalent{
requires_target = true,
is_teleport = true,
direct_hit = true,
no_energy = "fake",
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 0.6, 1.2) end,
on_pre_use = function(self, t, silent) if not doWardenPreUse(self, "dual") then if not silent then game.logPlayer(self, "You require two weapons to use this talent.") end return false end return true end,
action = function(self, t)
......@@ -200,7 +203,7 @@ newTalent{
-- Hit the target
if core.fov.distance(self.x, self.y, target.x, target.y) > 1 then return nil end
local hitted = self:attackTarget(target, nil, dam, true)
local hitted = self:attackTarget(target, nil, dam)
if hitted then
-- Get available targets
......
......@@ -81,7 +81,7 @@ newTalent{
self:project(tg, self.x, self.y, function(px, py, tg, self)
local target = game.level.map(px, py, Map.ACTOR)
if target and target ~= self then
local hit = self:attackTarget(target, nil, dam, true)
local hit = self:attackTarget(target, nil, dam)
-- Refresh bow talents
if hit then
for tid, cd in pairs(self.talents_cd) do
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment