diff --git a/game/modules/tome/data/talents/misc/races.lua b/game/modules/tome/data/talents/misc/races.lua index f4c3bf3eb47245e24335c16f9d2b2c0282bf6222..99507d7eb0bea1c781bc3d3fa766f6dc6b1d4739 100644 --- a/game/modules/tome/data/talents/misc/races.lua +++ b/game/modules/tome/data/talents/misc/races.lua @@ -527,9 +527,8 @@ newTalent{ cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 45, 25)) end, -- Limit >5 getParams = function(self, t) return { - physical = self:combatStatScale("cun", 15, 60, 0.75), - spell = self:combatStatScale("cun", 15, 60, 0.75), - mind = self:combatStatScale("cun", 15, 60, 0.75), + crit = self:combatStatScale("cun", 15, 60, 0.75), + save = self:combatStatScale("cun", 15, 60, 0.75), } end, tactical = { ATTACK = 2 }, @@ -539,9 +538,9 @@ newTalent{ end, info = function(self, t) local params = t.getParams(self, t) - return ([[Call upon the luck and cunning of the Little Folk to increase your physical, mental, and spell critical strike chance by %d%% and your saves by %d for 5 turns. + return ([[Call upon the luck and cunning of the Little Folk to increase your critical strike chance by %d%% and your saves by %d for 5 turns. The bonus will increase with your Cunning.]]): - format(params.mind, params.mind) + format(params.crit, params.save) end, } diff --git a/game/modules/tome/data/timed_effects/mental.lua b/game/modules/tome/data/timed_effects/mental.lua index a6a00f620ef6a0e7aa48095dd6a5ba4294de6535..81d955c4589f70d71ff34ca3e34b9c0856ce7df5 100644 --- a/game/modules/tome/data/timed_effects/mental.lua +++ b/game/modules/tome/data/timed_effects/mental.lua @@ -1707,20 +1707,18 @@ newEffect{ newEffect{ name = "HALFLING_LUCK", image = "talents/halfling_luck.png", desc = "Halflings's Luck", - long_desc = function(self, eff) return ("The target's luck and cunning combine to grant it %d%% higher combat critical chance, %d%% higher mental critical chance, and %d%% higher spell critical chance."):format(eff.physical, eff.mind, eff.spell) end, + long_desc = function(self, eff) return ("The target's luck and cunning combine to grant it %d%% higher critical chance and %d saves."):format(eff.crit, eff.save) end, type = "mental", subtype = { focus=true }, status = "beneficial", - parameters = { spell=10, physical=10 }, + parameters = { crit=10, save=10 }, on_gain = function(self, err) return "#Target# seems more aware." end, on_lose = function(self, err) return "#Target#'s awareness returns to normal." end, activate = function(self, eff) - self:effectTemporaryValue(eff, "combat_physcrit", eff.physical) - self:effectTemporaryValue(eff, "combat_spellcrit", eff.spell) - self:effectTemporaryValue(eff, "combat_mindcrit", eff.mind) - self:effectTemporaryValue(eff, "combat_physresist", eff.physical) - self:effectTemporaryValue(eff, "combat_spellresist", eff.spell) - self:effectTemporaryValue(eff, "combat_mentalresist", eff.mind) + self:effectTemporaryValue(eff, "combat_generic_crit", eff.crit) + self:effectTemporaryValue(eff, "combat_physresist", eff.save) + self:effectTemporaryValue(eff, "combat_spellresist", eff.save) + self:effectTemporaryValue(eff, "combat_mentalresist", eff.save) end, }