diff --git a/game/modules/tome/data/talents/techniques/archery.lua b/game/modules/tome/data/talents/techniques/archery.lua index c2a06c8850e7b3463c82c0c5ea68385fcb4f1ddd..5555bc9b4121deb7d0b8a48183f11c131347c5ad 100644 --- a/game/modules/tome/data/talents/techniques/archery.lua +++ b/game/modules/tome/data/talents/techniques/archery.lua @@ -310,10 +310,11 @@ newTalent{ range = archery_range, tactical = { ATTACK = { weapon = 1 }, DISABLE = { pin = 2 } }, requires_target = true, + getDur = function(self, t) return ({2, 3, 4, 4, 5})[util.bound(self:getTalentLevelRaw(t), 1, 5)] end, on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end, archery_onhit = function(self, t, target, x, y) if target:canBe("pin") then - target:setEffect(target.EFF_PINNED, 2 + self:getTalentLevelRaw(t), {apply_power=self:combatAttack()}) + target:setEffect(target.EFF_PINNED, t.getDur(self, t), {apply_power=self:combatAttack()}) else game.logSeen(target, "%s resists!", target.name:capitalize()) end @@ -328,7 +329,7 @@ newTalent{ return ([[You fire a pinning shot, doing %d%% damage and pinning your target to the ground for %d turns. Pinning chance increase with your Dexterity stat.]]) :format(self:combatTalentWeaponDamage(t, 1, 1.4) * 100, - 2 + self:getTalentLevelRaw(t)) + t.getDur(self, t)) end, }