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Commit 1a572eff authored by Chris Davidson's avatar Chris Davidson
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Update several talents to use deactivate_on

Please stop permanently deleting resources, tia.
parent 7ae545fa
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1 merge request!6101.6.6 666
......@@ -96,6 +96,7 @@ newTalent{
remove_on_zero = true,
no_break_stealth = true,
no_energy = true,
deactivate_on = {no_combat=true, run=true, rest=true},
getSpeed = function(self, t) return self:combatTalentScale(t, 0.10, 0.30, 0.75) end,
getDamage = function(self, t) return 1 end,
activate = function(self, t)
......
......@@ -105,8 +105,7 @@ newTalent{
mode = "sustained",
cooldown = 15,
sustain_stamina = 10,
callbackOnRest = function(self, t) self:forceUseTalent(t.id, {ignore_cooldown=true, ignore_energy=true}) end,
callbackOnRun = function(self, t) self:forceUseTalent(t.id, {ignore_cooldown=true, ignore_energy=true}) end,
deactivate_on = {no_combat=true, run=true, rest=true},
tactical = { DEFEND = 2 }, -- AI for this could be better
--Note: this can result in > 100% resistancs (before cap) at high talent levels to keep up with opposing resistance lowering talents
resistCoeff = function(self, t) return self:combatTalentScale(t, 25, 45) end,
......
......@@ -139,8 +139,7 @@ newTalent{
getCrit = function(self, t) return self:combatTalentStatDamage(t, "dex", 10, 50) / 1.5 end,
getPen = function(self, t) return self:combatLimit(self:combatTalentStatDamage(t, "str", 10, 50), 100, 0, 0, 35.7, 35.7) end, -- Limit to <100%
getSpeed = function(self, t) return self:combatTalentScale(t, 0.10, 0.20, 0.75) end,
callbackOnRest = function(self, t) self:forceUseTalent(t.id, {ignore_cooldown=true, ignore_energy=true}) end,
callbackOnRun = function(self, t) self:forceUseTalent(t.id, {ignore_cooldown=true, ignore_energy=true}) end,
deactivate_on = {no_combat=true, run=true, rest=true},
activate = function(self, t)
local ret = {
crit = self:addTemporaryValue("combat_physcrit", t.getCrit(self, t)),
......
......@@ -314,16 +314,7 @@ newTalent{
cooldown = 8,
sustain_stamina = 30,
tactical = { DEFEND = 3 },
callbackOnRest = function(self, t) -- Make sure we've actually started resting/running before disabling the sustain
if self.resting.cnt and self.resting.cnt <= 0 then return true end
self:forceUseTalent(t.id, {ignore_energy=true})
return true
end,
callbackOnRun = function(self, t)
if self.running.cnt and self.running.cnt <= 0 then return true end
self:forceUseTalent(t.id, {ignore_energy=true})
return true
end,
deactivate_on = {no_combat=true, run=true, rest=true},
no_npc_use = true,
no_energy = true,
on_pre_use = function(self, t, silent) if not self:hasShield() then if not silent then game.logPlayer(self, "You require a weapon and a shield to use this talent.") end return false end return true end,
......
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