Skip to content
Snippets Groups Projects
Commit df1faf81 authored by dg's avatar dg
Browse files

Fix mindslayers

git-svn-id: http://svn.net-core.org/repos/t-engine4@2696 51575b47-30f0-44d4-a5cc-537603b46e54
parent 13037b96
No related branches found
No related tags found
No related merge requests found
......@@ -127,7 +127,7 @@ newTalent{
end,
info = function(self, t)
local count = t.getRemoveCount(self, t)
return ([[Removes up to %d magical effects or sustained spells(both good and bad) from the target.
return ([[Removes up to %d magical effects or sustained spells (both good and bad) from the target.
The number of effects removed will scale with your Paradox.]]):
format(count)
end,
......
......@@ -89,7 +89,7 @@ newTalent{
info = function(self, t)
local duration = t.getDuration(self, t)
local reduction = t.getReduction(self, t)
return ([[By alterting the target's past you change it's present, reducing all of it's resistances by %d%% for %d turns.
return ([[By altering the target's past you change it's present, reducing all of it's resistances by %d%% for %d turns.
The duration and reduction will scale with your Paradox. The reduction will increase with your Magic stat.]]):
format(reduction, duration)
end,
......
......@@ -77,7 +77,7 @@ newTalent{
stamina = 8,
paradox = 6,
cooldown = function(self, t) return 18 - 2 * self:getTalentLevelRaw(t) end,
no_energy = "fake",
no_energy = true,
range = 10,
tactical = { ATTACK = 2 },
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
......@@ -92,7 +92,8 @@ newTalent{
end,
info = function(self, t)
local weapon = 100 * (self:combatTalentWeaponDamage(t, 1, 1.5) * getParadoxModifier(self, pm))
return ([[A quick shot, doing %d%% damage. The damage will scale with your Paradox.]]):format(weapon)
return ([[A quick shot, doing %d%% damage and taking no time to fire.
The damage will scale with your Paradox and the cooldown will go down with more talent points invested.]]):format(weapon)
end,
}
......
......@@ -30,14 +30,12 @@ newTalent{
self:showInventory("Telekinetically grasp which item?", inven, function(o)
return (o.type == "weapon" or o.type == "gem") and o.subtype ~= "longbow" and o.subtype ~= "sling"
end, function(o, item)
o = self:removeObject(inven, item)
local pf = self:getInven("PSIONIC_FOCUS")
-- Remove old one
-- Put back the old one in inventory
local old = self:removeObject(pf, 1, true)
-- Force "wield"
self:addObject(pf, o)
game.logSeen(self, "%s wears: %s.", self.name:capitalize(), o:getName{do_color=true})
if old then
self:addObject(inven, old)
end
-- Fix the slot_forbid bug
if o.slot_forbid then
......@@ -51,21 +49,25 @@ newTalent{
-- And prepare the resoration of everything
o.on_takeoff = function(self)
-- Remove the slot forbid fix
o.slot_forbid = o._slot_forbid
o._slot_forbid = nil
self.slot_forbid = self._slot_forbid
self._slot_forbid = nil
-- Run the original on_takeoff
if self._old_on_takeoff then
self.on_takeoff = self._old_on_takeoff
self._old_on_takeoff = nil
self:on_takeoff()
-- Or remove on_takeoff entirely
else
self.on_takeoff = nil
end
end
end
-- Put back the old one in inventory
if old then
self:addObject(inven, old)
end
o = self:removeObject(inven, item)
-- Force "wield"
self:addObject(pf, o)
game.logSeen(self, "%s wears: %s.", self.name:capitalize(), o:getName{do_color=true})
self:sortInven()
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