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Commit 9ee1aa19 authored by dg's avatar dg
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Fixed the stealth equip bug

Fixed the border on Temporal Clone and made it a 'hit' talent


git-svn-id: http://svn.net-core.org/repos/t-engine4@4333 51575b47-30f0-44d4-a5cc-537603b46e54
parent 2998a58f
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......@@ -865,7 +865,7 @@ function _M:playerCheckSustains()
self:forceUseTalent(tid, {ignore_energy=true})
end
-- handles pre_use checks
if t.on_pre_use and not t.on_pre_use(self, ab, silent, fake) then
if t.on_pre_use and not t.on_pre_use(self, t, silent, fake) then
self:forceUseTalent(tid, {ignore_energy=true})
end
end
......
......@@ -85,11 +85,9 @@ newTalent{
getDuration = function(self, t) return 3 + math.ceil(self:getTalentLevel(t)* getParadoxModifier(self, pm)) end,
getSize = function(self, t) return 2 + math.ceil(self:getTalentLevelRaw(t) / 2 ) end,
action = function(self, t)
local tg = {type="bolt", range=self:getTalentRange(t), talent=t}
local tg = {type="hit", range=self:getTalentRange(t), talent=t}
local tx, ty, target = self:getTarget(tg)
if not tx or not ty then return nil end
local _ _, tx, ty = self:canProject(tg, tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target or self:reactionToward(target) >= 0 then return end
-- Find space
......@@ -117,7 +115,10 @@ newTalent{
ai_target = {actor=target},
ai = "summoned", ai_real = target.ai,
}
m:removeAllMOs()
m.make_escort = nil
m.on_added_to_level = nil
m.energy.value = 0
m.life = m.life
m.forceLevelup = function() end
......@@ -152,8 +153,8 @@ newTalent{
else
size = "huge"
end
return ([[Summons a double of an up to %s size target from another timeline that stays for %d turns. The copy and the target will be compelled to attack each other immediately.
]]):
return ([[Pulls a %s size or smaller copy of the target from another timeline that stays for %d turns. The copy and the target will be compelled to attack each other immediately.
The duration will scale with your Paradox.]]):
format(size, duration)
end,
}
......
......@@ -79,7 +79,7 @@ newTalent{
sustain_stamina = 50,
require = techs_dex_req4,
tactical = { BUFF = 2 },
on_pre_use = function(self, t, silent) if not self:hasDualWeapon() then if not silent then game.logPlayer(self, "You require a two weapons to use this talent.") end return false end return true end,
on_pre_use = function(self, t, silent) if not self:hasDualWeapon() then if not silent then game.logPlayer(self, "You require two weapons to use this talent.") end return false end return true end,
activate = function(self, t)
local weapon, offweapon = self:hasDualWeapon()
if not weapon then
......
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