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Commit 6b6ed96b authored by dg's avatar dg
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Repulsion has a slightly greater knockback distance and will also daze any targets affected

git-svn-id: http://svn.net-core.org/repos/t-engine4@2455 51575b47-30f0-44d4-a5cc-537603b46e54
parent a38927c5
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......@@ -193,7 +193,8 @@ newTalent{
if (self.x ~= x or self.y ~= y) and game.level.map:isBound(x, y) and game.level.map(x, y, Map.ACTOR) then
local target = game.level.map(x, y, Map.ACTOR)
if target:checkHit(self:combatAttack(shield.special_combat), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("knockback") then
target:knockback(self.x, self.y, 1 + self:getTalentLevel(t))
target:knockback(self.x, self.y, 2 + self:getTalentLevel(t))
if target:canBe("stun") then target:setEffect(target.EFF_DAZED, 3 + self:getStr(8), {}) end
else
game.logSeen(target, "%s resists the knockback!", target.name:capitalize())
end
......@@ -203,7 +204,9 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away %d grids. The distance increases with talent level.]]):format(math.floor(1 + self:getTalentLevel(t)))
return ([[Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away %d grids.
In addition all creature knocked back will also be dazed for %d turns.
The distance increases with talent level and the daze with Strength.]]):format(math.floor(2 + self:getTalentLevel(t)), 3 + self:getStr(8))
end,
}
......
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