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Commit 4f48d53b authored by DarkGod's avatar DarkGod
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fix

parent 5e09c33a
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......@@ -55,31 +55,6 @@ newTalent{
return nil
end
-- Check nearby actors
if not self.x or not self.y or not game.level then return end
if not rng.percent(self.hide_chance or 0) then
local grids = core.fov.circle_grids(self.x, self.y, t.getRadius(self, t), true)
for x, yy in pairs(grids) do for y in pairs(yy) do
local actor = game.level.map(x, y, game.level.map.ACTOR)
if actor and actor ~= self and actor:reactionToward(self) < 0 then
if not actor:hasEffect(actor.EFF_DIM_VISION) then
if not silent then game.logPlayer(self, "You cannot Stealth with nearby foes watching!") end
return nil
end
end
end end
end
return true
end,
on_pre_use = function(self, t, silent)
if self:isTalentActive(t.id) then return true end
local armor = self:getInven("BODY") and self:getInven("BODY")[1]
if armor and (armor.subtype == "heavy" or armor.subtype == "massive") then
if not silent then game.logPlayer(self, "You cannot Stealth with such heavy armour on!") end
return nil
end
-- Check nearby actors detection ability
if not self.x or not self.y or not game.level then return end
if not rng.percent(self.hide_chance or 0) then
......
......@@ -76,7 +76,7 @@ newTalent{
mana = 20,
cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 0, 24, 20)) end, -- Limit to > 0
tactical = { DEFEND = 1, ATTACK=1 },
getPower = function(self, t) return (60 + self:combatTalentSpellDamage(t, 15, 450)) / 7, 7, 20 + self:getTalentLevel(t) * 7 end,
getPower = function(self, t) return (60 + self:combatTalentSpellDamage(t, 15, 450)) / 7, 7, self:combatTalentLimit(t, 100, 27, 55) end, --Limit life gain < 100%
action = function(self, t)
local regen, dur, hp = t.getPower(self, t)
......
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