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Commit 71609794 authored by DarkGod's avatar DarkGod
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Merge branch 'master' of git.net-core.org:tome/t-engine4

parents 988bbc3c ac1c3c5b
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......@@ -291,7 +291,7 @@ newTalent{
on_pre_use = function(self, t, silent) return archerPreUse(self, t, silent) end,
getAttackSpeed = function(self, t) return math.floor(self:combatTalentScale(t, 5, 20))/100 end,
getMovementSpeed = function(self, t) return math.floor(self:combatTalentScale(t, 25, 60))/100 end,
getTurn = function(self, t) return math.floor(self:combatTalentLimit(t, 35, 10, 22)) end,
getTurn = function(self, t) return math.floor(self:combatTalentLimit(t, 30, 10, 20)) end,
on_pre_use = function(self, t, silent)
if not archerPreUse(self, t, silent, "sling") then return false end
return true
......
......@@ -102,7 +102,7 @@ newTalent{
mode = "passive",
require = techs_dex_req2,
getBleed = function(self, t) return self:combatTalentScale(t, 0.3, 1.0) end,
getStamina = function(self, t) return self:combatTalentScale(t, 1.5, 4) end,
getStamina = function(self, t) return self:combatTalentScale(t, 1.5, 4.5) end,
info = function(self, t)
local bleed = t.getBleed(self,t)*100
local sta = t.getStamina(self,t)
......
......@@ -264,6 +264,7 @@ newTalent {
points = 5,
require = techs_dex_req4,
sustain_stamina = 10,
cooldown = 10,
no_energy = true,
tactical = { DEFEND = 2 },
-- pinImmune = function(self, t) return self:combatTalentLimit(t, 1, .17, .5) end, -- limit < 100%
......@@ -278,9 +279,9 @@ newTalent {
return true
end,
getReduction = function(self, t, fake) -- % reduction based on both TL and Defense
return self:combatTalentLimit(t, 1, 0.15, 0.50) * self:combatLimit(self:combatDefense(), 1, 0.15, 10, 0.5, 50) -- Limit < 100%, 25% for TL 5.0 and 50 defense
return math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.6))*self:combatLimit(self:combatDefense(fake), 1.0, 0.25, 0, 0.5, 50) -- vs TL/def: 1/10 == ~08%, 1.3/10 == ~10%, 1.3/50 == ~16%, 6.5/50 == ~32%, 6.5/100 = ~40%
end,
getStamina = function(self, t) return 8 end, -- as per Shibari's comment, this can get pretty annoying if cost was any higher
getStamina = function(self, t) return 12*(1 + self:combatFatigue()/100)*math.max(0.1, self:combatTalentLimit(t, 0.8, 0.25, 0.65)) end,
getLifeTrigger = function(self, t)
return self:combatTalentLimit(t, 10, 30, 15) -- Limit trigger > 10% life
end,
......@@ -308,10 +309,11 @@ newTalent {
--print(("[PROJECTOR: Trained Reactions] PASSED life/stam test for %s: %s %s damage (%s) (%0.1f/%0.1f stam) from %s (state:%s)"):format(self.name, dam, type, is_attk, stam_cost, stam, src.name, state)) -- debugging
self.turn_procs[t.id] = state
self:incStamina(-stam_cost) -- Note: force_talent_ignore_ressources has no effect on this
local reduce = t.getReduction(self, t)
if stam_cost > 0 then src:logCombat(self, "#FIREBRICK##Target# reacts to %s from #Source#, partially avoiding it!", is_attk and "an attack" or "damage") end
dam = dam*(1-reduce)
local reduce = t.getReduction(self, t)
local newdam = dam*(1-reduce)
src:logCombat(self, "#FIREBRICK##Target# reacts to %s from #Source#, mitigating the blow by #ORCHID#" .. math.ceil(dam-newdam) .. "#LAST#.", is_attk and "an attack" or "damage")
dam = newdam
print("[PROJECTOR] dam after callbackOnTakeDamage", t.id, dam)
if not is_attk then self.turn_procs.gen_trained_reactions = true end
return {dam = dam}
......
......@@ -219,7 +219,7 @@ newTalent{
sustain_stamina = 50,
tactical = { BUFF = 2 },
on_pre_use = function(self, t, silent) return archerPreUse(self, t, silent, "bow") end,
getPower = function(self, t) return self:combatScale(self:getTalentLevel(t) * self:getDex(10, true), 4, 0, 54, 50) end,
getPower = function(self, t) return self:combatScale(self:getTalentLevel(t) * self:getDex(8, true), 4, 0, 54, 50) end,
getSpeed = function(self, t) return math.floor(self:combatTalentLimit(t, 150, 50, 100)) end,
getDamage = function(self, t) return 1 + math.min(math.floor(self:getTalentLevel(t)),6) end, --we really don't want a flat damage bonus like this going up past 35%
sustain_slots = 'archery_stance',
......
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