Skip to content
Snippets Groups Projects
Commit e6f52619 authored by Chris Davidson's avatar Chris Davidson
Browse files

SIGH

parent 51bfc28e
No related branches found
No related tags found
No related merge requests found
...@@ -32,6 +32,7 @@ newTalent{ ...@@ -32,6 +32,7 @@ newTalent{
direct_hit = true, direct_hit = true,
requires_target = true, requires_target = true,
tactical = { ATTACKAREA = { COLD = 2 } }, tactical = { ATTACKAREA = { COLD = 2 } },
on_pre_use = function(self, t, silent) if not self:hasMHWeapon() then if not silent then game.logPlayer(self, "You require a mainhand weapon to use this talent.") end return false end return true end,
is_melee = true, is_melee = true,
on_learn = function(self, t) on_learn = function(self, t)
self.combat_physresist = self.combat_physresist + 2 self.combat_physresist = self.combat_physresist + 2
......
...@@ -41,6 +41,7 @@ newTalent{ ...@@ -41,6 +41,7 @@ newTalent{
radius = function(self, t) return 3 end, radius = function(self, t) return 3 end,
direct_hit = true, direct_hit = true,
tactical = { DEFEND = { knockback = 2 }, ESCAPE = { knockback = 2 } }, tactical = { DEFEND = { knockback = 2 }, ESCAPE = { knockback = 2 } },
on_pre_use = function(self, t, silent) if not self:hasMHWeapon() then if not silent then game.logPlayer(self, "You require a mainhand weapon to use this talent.") end return false end return true end,
requires_target = true, requires_target = true,
target = function(self, t) target = function(self, t)
return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t} return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t}
......
...@@ -28,6 +28,7 @@ newTalent{ ...@@ -28,6 +28,7 @@ newTalent{
range = 1, range = 1,
is_melee = true, is_melee = true,
tactical = { ATTACK = { PHYSICAL = 1, COLD = 1, FIRE = 1, LIGHTNING = 1, ACID = 1 } }, tactical = { ATTACK = { PHYSICAL = 1, COLD = 1, FIRE = 1, LIGHTNING = 1, ACID = 1 } },
on_pre_use = function(self, t, silent) if not self:hasMHWeapon() then if not silent then game.logPlayer(self, "You require a mainhand weapon to use this talent.") end return false end return true end,
requires_target = true, requires_target = true,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end, target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
getWeaponDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1.6, 2.3) end, getWeaponDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1.6, 2.3) end,
......
...@@ -27,6 +27,7 @@ newTalent{ ...@@ -27,6 +27,7 @@ newTalent{
range = 1, range = 1,
no_message = true, no_message = true,
tactical = { ATTACK = { weapon = 1 }, EQUILIBRIUM = 0.5}, tactical = { ATTACK = { weapon = 1 }, EQUILIBRIUM = 0.5},
on_pre_use = function(self, t, silent) if not self:hasMHWeapon() then if not silent then game.logPlayer(self, "You require a mainhand weapon to use this talent.") end return false end return true end,
requires_target = true, requires_target = true,
no_npc_use = true, no_npc_use = true,
is_melee = true, is_melee = true,
......
...@@ -142,6 +142,7 @@ newTalent{ ...@@ -142,6 +142,7 @@ newTalent{
range = 1, range = 1,
is_melee = true, is_melee = true,
tactical = { ATTACK = { ACID = 2 }, DISABLE = {blind = 1} }, tactical = { ATTACK = { ACID = 2 }, DISABLE = {blind = 1} },
on_pre_use = function(self, t, silent) if not self:hasMHWeapon() then if not silent then game.logPlayer(self, "You require a mainhand weapon to use this talent.") end return false end return true end,
requires_target = true, requires_target = true,
target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end, target = function(self, t) return {type="hit", range=self:getTalentRange(t)} end,
on_learn = function(self, t) self.resists[DamageType.ACID] = (self.resists[DamageType.ACID] or 0) + 1 end, on_learn = function(self, t) self.resists[DamageType.ACID] = (self.resists[DamageType.ACID] or 0) + 1 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