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Commit fa18d8a3 authored by Tawny Harte's avatar Tawny Harte
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fixed frenzy (also debuff to reduce def instead of acc)

parent bc0f7455
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1 merge request!558Afflicted+predator
......@@ -95,9 +95,8 @@ newTalent{
getDamageMultiplier = function(self, t, hate)
return self:combatTalentIntervalDamage(t, "str", 0.25, 0.8, 0.4) * getHateMultiplier(self, 0.5, 1, false, hate)
end,
getAttackChange = function(self, t)
local level = math.max(3 * self:getTalentTypeMastery(t.type[1]) - 2, self:getTalentLevel(t) - 2)
return -self:combatScale(math.max(0,level^0.5 - 0.5) * 15 * (100 + self:getStr()), 0, 0, 20.77, 3696, 0.67)
getDefenseChange = function(self, t)
return self:combatTalentIntervalDamage(t, "str", 6, 45)
end,
range = 0,
radius = 1,
......@@ -119,7 +118,7 @@ newTalent{
if #targets <= 0 then return nil end
local damageMultiplier = t.getDamageMultiplier(self, t)
local attackChange = t.getAttackChange(self, t)
local defenseChange = t.getDefenseChange(self, t)
local effStalker = self:hasEffect(self.EFF_STALKER)
if effStalker and core.fov.distance(self.x, self.y, effStalker.target.x, effStalker.target.y) > 1 then effStalker = nil end
......@@ -143,19 +142,19 @@ newTalent{
end
if hit and self:getTalentLevel(t) >= 3 and not target:hasEffect(target.EFF_OVERWHELMED) then
target:setEffect(target.EFF_OVERWHELMED, 3, {src=self, attackChange=attackChange})
target:setEffect(target.EFF_OVERWHELMED, 4, {src=self, defenseChange=defenseChange})
end
end
return true
end,
info = function(self, t)
local attackChange = t.getAttackChange(self, t)
local defenseChange = t.getDefenseChange(self, t)
return ([[Assault nearby foes with 4 fast attacks for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Accuracy by %d for 3 turns.
The damage multiplier and Accuracy reduction increase with your Strength.
At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by %d for 4 turns.
The damage multiplier and Defense reduction increase with your Strength.
This talent will also attack with your shield, if you have one equipped.]]):format(t.getDamageMultiplier(self, t, 0) * 100, t.getDamageMultiplier(self, t, 100) * 100, -attackChange)
This talent will also attack with your shield, if you have one equipped.]]):format(t.getDamageMultiplier(self, t, 0) * 100, t.getDamageMultiplier(self, t, 100) * 100, -defenseChange)
end,
}
......
......@@ -616,6 +616,28 @@ newEffect{
end,
}
newEffect{
name = "OVERWHELMED", image = "talents/frenzy.png",
desc = "Overwhelmed",
long_desc = function(self, eff) return ("The target has been overwhemed by a furious assault, reducing defence by %d."):format( -eff.defenseChange) end,
type = "mental",
subtype = { fear=true },
status = "detrimental",
parameters = { damageChange=0.1 },
on_gain = function(self, err) return "#Target# has been overwhelmed.", "+Overwhelmed" end,
on_lose = function(self, err) return "#Target# is no longer overwhelmed.", "-Overwhelmed" end,
parameters = { chance=5 },
activate = function(self, eff)
eff.defenseChangeId = self:addTemporaryValue("combat_atk", eff.defenseChange)
eff.particle = self:addParticles(Particles.new("overwhelmed", 1))
end,
deactivate = function(self, eff)
self:removeTemporaryValue("combat_def", eff.defenseChangeId)
self:removeParticles(eff.particle)
end,
}
newEffect{
name = "CURSED_MIASMA", image = "talents/savage_hunter.png",
desc = "Cursed Miasma",
......
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