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Commit 1ed9c32c authored by dg's avatar dg
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Lacerating Strikes is now a costless sustain

git-svn-id: http://svn.net-core.org/repos/t-engine4@6421 51575b47-30f0-44d4-a5cc-537603b46e54
parent 8887ef60
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......@@ -672,7 +672,7 @@ function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
end
-- Lacerating Strikes
if hitted and not target.dead and self:knowTalent(self.T_LACERATING_STRIKES) then
if hitted and not target.dead and self:isTalentActive(self.T_LACERATING_STRIKES) then
local t = self:getTalentFromId(self.T_LACERATING_STRIKES)
t.do_cut(self, t, target, dam)
end
......
......@@ -25,13 +25,19 @@ newTalent{
mode = "passive",
points = 5,
require = cuns_req1,
mode = "passive",
mode = "sustained",
do_cut = function(self, t, target, dam)
if target:canBe("cut") and rng.percent(10+(self:getTalentLevel(t)*10)) then
dam = dam * self:combatTalentWeaponDamage(t, 0.15, 0.35)
target:setEffect(target.EFF_CUT, 10, {src=self, power=(dam / 10)})
end
end,
activate = function(self, t)
return {}
end,
deactivate = function(self, t)
return true
end,
info = function(self, t)
return ([[Rend your foe with every attack you do. All attacks now have a %d%% chance of inflicting an additional %d%% of your attack's damage in Bleeding damage, divided over ten turns.]]):
format(10+(self:getTalentLevel(t)*10),100 * self:combatTalentWeaponDamage(t, 0.15, 0.35))
......
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