on_pre_use=function(self,t,silent)ifnotdoWardenPreUse(self,"bow")thenifnotsilentthengame.logPlayer(self,"You require a bow to use this talent.")endreturnfalseendreturntrueend,
archery_onhit=function(self,t,target,x,y)
...
...
@@ -210,7 +210,9 @@ newTalent{
-- 25% bonus damage per target beyond the first
localdam=self:spellCrit(t.getDamageAoE(self,t))
dam=dam+math.min(dam,dam*(#tgts-1)/4)
if#tgts>0then
dam=dam+math.min(dam,dam*(#tgts-1)/4)
end
-- Project our damage last based on number of targets hit
self:project(tg,x,y,function(px,py)
...
...
@@ -244,7 +246,7 @@ newTalent{
localdamage=t.getDamage(self,t)*100
localradius=self:getTalentRadius(t)
localaoe=t.getDamageAoE(self,t)
return([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures aside from you in a radius of %d and inflict %0.2f physical damage.
return([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all creatures in a radius of %d and inflict %0.2f physical damage.
Each target moved beyond the first deals an additional %0.2f physical damage (up to %0.2f bonus damage).
Targets take reduced damage the further they are from the epicenter (20%% less per tile).
The additional damage scales with your Spellpower.]])