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Commit f9264f4d authored by dg's avatar dg
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Brawlers will now have field control at birth

Made it much more obvious that brawlers can not use weapons, shields or massive armour with many of their talents
Made it more obvious that stealth can not be used in mail or plate armor


git-svn-id: http://svn.net-core.org/repos/t-engine4@4120 51575b47-30f0-44d4-a5cc-537603b46e54
parent f3aeb849
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......@@ -198,7 +198,7 @@ newBirthDescriptor{
["cunning/tactical"]={true, 0.3},
["cunning/survival"]={false, 0},
["technique/combat-training"]={true, 0.1},
["technique/field-control"]={false, 0.3},
["technique/field-control"]={true, 0},
["technique/combat-techniques-active"]={true, 0.1},
["technique/combat-techniques-passive"]={true, 0.1},
["technique/pugilism"]={true, 0.3},
......
......@@ -50,13 +50,21 @@ newTalent{
local hardiness = t.getArmorHardiness(self, t)
local armor = t.getArmor(self, t)
local criticalreduction = t.getCriticalChanceReduction(self, t)
local classrestriction = ""
if self.descriptor.subclass == "Brawler" then
classrestriction = "(Note that brawlers will be unable to perform many of their talents in massive armour.)"
end
if self:knowTalent(self.T_STEALTH) then
classrestriction = "(Note that wearing mail or plate armour will interfere with stealth.)"
end
return ([[Teaches the usage of armours. Increases armour value by %d and reduces chance to be critically hit by %d%% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by %d%%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.]]):
format(armor, criticalreduction, hardiness)
At level 4 it allows you to wear massive plate armour.
%s]]):
format(armor, criticalreduction, hardiness, classrestriction)
end,
}
......
......@@ -40,11 +40,11 @@ newTalentType{ allow_random=true, type="technique/combat-training", name = "comb
newTalentType{ allow_random=true, type="technique/magical-combat", name = "magical combat", description = "The blending together of magic and melee prowess." }
-- Unarmed Combat
newTalentType{ is_unarmed=true, allow_random=true, type="technique/pugilism", name = "pugilism", description = "Boxing techniques." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/finishing-moves", name = "finishing moves", description = "Finishing moves that use combo points." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/grappling", name = "grappling", description = "Grappling techniques." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/unarmed-discipline", name = "unarmed discipline", description = "Advanced unarmed techniques including kicks and throws." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/unarmed-training", name = "unarmed training", description = "Teaches various martial arts techniques." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/pugilism", name = "pugilism", description = "Unarmed Boxing techniques that may not be practiced in massive armor or while a weapon or shield is equipped." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/finishing-moves", name = "finishing moves", description = "Finishing moves that use combo points and may not be practiced in massive armor or while a weapon or shield is equipped." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/grappling", name = "grappling", description = "Grappling techniques that may not be practiced in massive armor or while a weapon or shield is equipped." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/unarmed-discipline", name = "unarmed discipline", description = "Advanced unarmed techniques including kicks and throw that may not be practiced in massive armor or while a weapon or shield is equipped." }
newTalentType{ is_unarmed=true, allow_random=true, type="technique/unarmed-training", name = "unarmed training", description = "Teaches various martial arts techniques that may not be practiced in massive armor or while a weapon or shield is equipped." }
newTalentType{ allow_random=true, type="technique/conditioning", name = "conditioning", generic = true, description = "Physical conditioning." }
newTalentType{ is_unarmed=true, type="technique/unarmed-other", name = "unarmed other", generic = true, description = "Base martial arts attack and stances." }
......
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