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Commit 54a0e5a3 authored by Chris Davidson's avatar Chris Davidson
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Fix several talents not critting

parent 2c9ddf36
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......@@ -634,7 +634,7 @@ newTalent{
self:project(tg, x, y, function(px, py)
local target = game.level.map(px, py, engine.Map.ACTOR)
if not target then return nil end
self:project(tg, x, y, DamageType.PHYSICAL, t.getDamage(self,t))
self:project(tg, x, y, DamageType.PHYSICAL, self:physicalCrit(t.getDamage(self,t)))
if target:checkClassification("living") and (self:knowTalent(self.T_DART_LAUNCHER_MASTERY) or target:canBe("sleep") and target:canBe("poison")) then
target:setEffect(target.EFF_SEDATED, 4, {src=self, power=t.getSleepPower(self,t), slow=slow, insomnia=20, no_ct_effect=true, apply_power=self:combatAttack()})
game.level.map:particleEmitter(target.x, target.y, 1, "generic_charge", {rm=180, rM=200, gm=100, gM=120, bm=30, bM=50, am=70, aM=180})
......
......@@ -133,7 +133,7 @@ newTalent{
-- Add a lasting map effect
local eff = game.level.map:addEffect(self,
x, y, t.getDuration(self, t), -- duration
engine.DamageType.ACID_BLIND, t.getDamage(self, t),
engine.DamageType.ACID_BLIND, self:mindCrit(t.getDamage(self, t)),
self:getTalentRadius(t), -- radius
5, nil,
{type="vapour"},
......@@ -196,7 +196,7 @@ newTalent{
-- Add a lasting map effect
local eff = game.level.map:addEffect(self,
self.x, self.y, 7,
DamageType.NATURE, t.getDamage(self, t),
DamageType.NATURE, self:mindCrit(t.getDamage(self, t)),
t.radius(self, t),
5, nil,
{type="generic_vortex", args = {radius = t.radius(self, t), rm = 5, rM=55, gm=250, gM=255, bm = 180, bM=255, am= 35, aM=90, density = 100}, only_one=true },
......
......@@ -155,7 +155,7 @@ newTalent{
-- Add a lasting map effect
game.level.map:addEffect(self,
x, y, t.getDuration(self, t),
DamageType.PHYSICAL_STUN, t.getDamage(self, t),
DamageType.PHYSICAL_STUN, self:spellCrit(t.getDamage(self, t)),
self:getTalentRadius(t),
5, nil,
{type="quake"},
......
......@@ -37,7 +37,7 @@ newTalent{
local tg = self:getTalentTarget(t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, DamageType.PHYSICAL, t.getdamage(self,t))
self:project(tg, x, y, DamageType.PHYSICAL, self:physicalCrit(t.getdamage(self,t)))
if self:getTalentLevel(t) >= 5 then
self:project(tg, x, y, function(px, py)
local proj = game.level.map(px, py, Map.PROJECTILE)
......
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