Skip to content
Snippets Groups Projects
Commit 65951d7b authored by DarkGod's avatar DarkGod
Browse files

correct(er) voracity tactical info

parent 97d90849
No related branches found
No related tags found
No related merge requests found
......@@ -239,6 +239,19 @@ newAI("use_tactical", function(self)
end
end
-- Need psi
if avail.psi then
want.psi = 0
local psi = 100 * self.psi / self.max_psi
if psi < 20 then want.psi = want.psi + 4
elseif psi < 30 then want.psi = want.psi + 3
elseif psi < 40 then want.psi = want.psi + 2
elseif psi < 60 then want.psi = want.psi + 2
elseif psi < 80 then want.psi = want.psi + 1
elseif psi < 100 then want.psi = want.psi + 0.5
end
end
-- Need to reduce equilibrium
if avail.equilibrium then
want.equilibrium = 0
......
......@@ -27,8 +27,9 @@ newTalent{
cooldown = function(self, t)
return math.max(6, math.ceil(25 - self:getTalentLevelRaw(t)*3))
end,
tactical = { DEFEND = 1, DISABLE = 2 },
tactical = { DISABLE = 2, PSI = 1 },
direct_hit = true,
requires_target = true,
range = 0,
radius = function(self,t) return self:combatTalentScale(t, 1, 4) end,
target = function(self, t)
......@@ -92,7 +93,9 @@ newTalent{
return math.max(6, math.ceil(25 - self:getTalentLevelRaw(t)*3))
end,
psi = 0,
tactical = { DEFEND = 2, DISABLE = { stun = 2 } },
tactical = { ATTACKAREA = { COLD = 2 }, DISABLE = { stun = 2 }, PSI = 1 },
direct_hit = true,
requires_target = true,
range = 0,
radius = function(self,t) return self:combatTalentScale(t, 1, 4) end,
target = function(self, t)
......@@ -150,8 +153,9 @@ newTalent{
cooldown = function(self, t)
return math.max(6, math.ceil(25 - self:getTalentLevelRaw(t)*3))
end,
tactical = { DEFEND = 2, ATTACKAREA = { LIGHTNING = 2 }, DISABLE = { stun = 1 } },
tactical = { ATTACKAREA = { LIGHTNING = 2 }, DISABLE = { stun = 1 }, PSI = 1 },
direct_hit = true,
requires_target = true,
range = 0,
radius = function(self,t) return self:combatTalentScale(t, 1, 4) end,
target = function(self, t)
......
......@@ -83,13 +83,11 @@ newTalent{
getCon = function(self, t) return math.ceil(self:combatTalentScale(t, 1.5, 7.5, 0.75) + self:combatTalentStatDamage(t, "dex", 5, 25)) end,
passives = function(self, t, tmptable)
self:talentTemporaryValue(tmptable, "inc_stats", {[self.STAT_CON] = t.getCon(self, t)})
self:talentTemporaryValue(tmptable, "inc_stats", {[self.STAT_STR] = t.getStr(self, t)})
self:talentTemporaryValue(tmptable, "inc_stats", {[self.STAT_CON] = t.getCon(self, t)})
self:talentTemporaryValue(tmptable, "inc_stats", {[self.STAT_STR] = t.getStr(self, t)})
end,
callbackOnStatChange = function(self, t, stat, v)
if self.turn_procs.unified_body then return end
if stat == self.STAT_DEX or stat == self.STAT_CUN then
self.turn_procs.unified_body = true
self:updateTalentPassives(t)
end
end,
......
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