Commit 56b6f8afe1502b268c5b5401626dcba57979ef40

Authored by dg
1 parent 828e493a

typos


git-svn-id: http://svn.net-core.org/repos/t-engine4@3331 51575b47-30f0-44d4-a5cc-537603b46e54
... ... @@ -315,7 +315,7 @@ newTalent{
315 315 type = "elemental", subtype = "temporal",
316 316 display = "E", color=colors.YELLOW,
317 317 name = "Telugoroth", faction = a.faction,
318   - desc = [[A temporal elemental, rarely encountered except by those who travel through time itself. It's blurred form constantly shifts before your eyes.]],
  318 + desc = [[A temporal elemental, rarely encountered except by those who travel through time itself. Its blurred form constantly shifts before your eyes.]],
319 319 combat = { dam=resolvers.mbonus(40, 15), atk=15, apr=15, dammod={mag=0.8}, damtype=DamageType.TEMPORAL },
320 320 body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
321 321 autolevel = "none",
... ...
... ... @@ -123,8 +123,8 @@ checkBackfire = function(self, x, y)
123 123 end
124 124
125 125 checkTimeline = function(self)
126   - if self:isTalentActive(self.T_DOOR_TO_THE_PAST) or self:hasEffect(self.EFF_SEE_THE_THREADS) or self:hasEffect(self.EFF_PRECOGNITION) or self:hasEffect(self.EFF_PARADOX_CLONE) or self:hasEffect(self.EFF_IMMINENT_PARADOX_CLONE) then
127   - game.logPlayer(self, "The timeline is to fractured right now to use this ability.")
  126 + if self:isTalentActive(self.T_DOOR_TO_THE_PAST) or self:hasEffect(self.EFF_SEE_THREADS) or self:hasEffect(self.EFF_PRECOGNITION) or self:hasEffect(self.EFF_PARADOX_CLONE) or self:hasEffect(self.EFF_IMMINENT_PARADOX_CLONE) then
  127 + game.logPlayer(self, "The timeline is too fractured right now to use this ability.")
128 128 return true
129 129 else
130 130 return false
... ...
... ... @@ -54,7 +54,7 @@ newTalent{
54 54 paradox = 10,
55 55 cooldown = 15,
56 56 tactical = { DEFEND = 2 },
57   - no_energy = true,
  57 + no_energy = true,
58 58 getAbsorb = function(self, t) return self:combatTalentSpellDamage(t, 30, 470) * getParadoxModifier(self, pm) end,
59 59 action = function(self, t)
60 60 self:setEffect(self.EFF_DAMAGE_SHUNT, 10, {power=t.getAbsorb(self, t)})
... ... @@ -100,7 +100,7 @@ newTalent{
100 100 info = function(self, t)
101 101 local duration = t.getDuration(self, t)
102 102 local reduction = t.getReduction(self, t)
103   - return ([[By altering the target's past you change it's present, reducing all of it's resistances by %d%% for %d turns.
  103 + return ([[By altering the target's past you change its present, reducing all of its resistances by %d%% for %d turns.
104 104 The duration and reduction will scale with your Paradox. The reduction will increase with your Magic stat.]]):
105 105 format(reduction, duration)
106 106 end,
... ... @@ -123,11 +123,11 @@ newTalent{
123 123 if checkTimeline(self) == true then
124 124 return
125 125 end
126   -
  126 +
127 127 local tg = {type="hit", range=self:getTalentRange(t)}
128 128 local tx, ty = self:getTarget(tg)
129 129 if not tx or not ty then return nil end
130   -
  130 +
131 131 local sex = game.player.female and "she" or "he"
132 132 local a = mod.class.NPC.new{}
133 133 a:replaceWith(game.player:resolveSource():cloneFull())
... ...
... ... @@ -38,7 +38,7 @@ newTalent{
38 38 end,
39 39 info = function(self, t)
40 40 local weapon = 100 * (self:combatTalentWeaponDamage(t, 1.1, 1.9) * getParadoxModifier(self, pm))
41   - return ([[You fire a shot that phases out of time and space allowing it to virtually ignore armor. The shot will deal %d%% weapon damage as temporal damage to it's target.
  41 + return ([[You fire a shot that phases out of time and space allowing it to virtually ignore armor. The shot will deal %d%% weapon damage as temporal damage to its target.
42 42 The damage will scale with your Paradox.]]):
43 43 format(damDesc(self, DamageType.TEMPORAL, weapon))
44 44 end
... ... @@ -81,7 +81,7 @@ newTalent{
81 81 sustain_paradox = 225,
82 82 cooldown = 10,
83 83 tactical = { BUFF = 2 },
84   - no_energy = true,
  84 + no_energy = true,
85 85 getPower = function(self, t) return 10 + (self:combatTalentSpellDamage(t, 10, 40)) end,
86 86 activate = function(self, t)
87 87 local power = t.getPower(self, t)
... ...
... ... @@ -73,54 +73,54 @@ newTalent{
73 73 end
74 74 end,
75 75 action = function(self, t)
76   -
  76 +
77 77 local tg = {type="hit", range=self:getTalentRange(t)}
78 78 local x, y, target = self:getTarget(tg)
79 79 if not x or not y or not target then return nil end
80 80 if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
81   -
  81 +
82 82 local grappled = false
83   -
  83 +
84 84 -- force stance change
85   - if target and not self:isTalentActive(self.T_GRAPPLING_STANCE) then
  85 + if target and not self:isTalentActive(self.T_GRAPPLING_STANCE) then
86 86 self:forceUseTalent(self.T_GRAPPLING_STANCE, {ignore_energy=true, ignore_cd = true})
87 87 end
88   -
  88 +
89 89 -- breaks active grapples if the target is not grappled
90 90 if target:isGrappled(self) then
91 91 grappled = true
92 92 else
93 93 self:breakGrapples()
94 94 end
95   -
  95 +
96 96 -- end the talent without effect if the target is to big
97 97 if self:grappleSizeCheck(target) then
98 98 return true
99 99 end
100   -
  100 +
101 101 -- start the grapple
102 102 local hit = self:startGrapple(target)
103   -
  103 +
104 104 local duration = t.getDuration(self, t)
105   -
  105 +
106 106 -- do crushing hold if we know it
107 107 if hit and self:knowTalent(self.T_CRUSHING_HOLD) then
108   - local t = self:getTalentFromId(self.T_CRUSHING_HOLD)
  108 + local t = self:getTalentFromId(self.T_CRUSHING_HOLD)
109 109 if grappled and not target.no_breath and not target.undead and target:canBe("silence") then
110 110 target:setEffect(target.EFF_STRANGLE_HOLD, duration, {src=self, power=t.getDamage(self, t) * 1.5})
111 111 else
112 112 target:setEffect(target.EFF_CRUSHING_HOLD, duration, {src=self, power=t.getDamage(self, t)})
113 113 end
114   -
  114 +
115 115 end
116   -
  116 +
117 117 return true
118 118 end,
119 119 info = function(self, t)
120 120 local duration = t.getDuration(self, t)
121 121 local power = t.getPower(self, t)
122 122 local drain = t.getDrain(self, t)
123   - return ([[Grapples the target for %d turns. A grappled opponent will be unable to move and it's attack and defense will be reduced by %d. Any movement from the target or you will break the grapple. Maintaining a grapple drains %d stamina per turn.
  123 + return ([[Grapples the target for %d turns. A grappled opponent will be unable to move and its attack and defense will be reduced by %d. Any movement from the target or you will break the grapple. Maintaining a grapple drains %d stamina per turn.
124 124 You may only grapple a single target at a time and using any targeted unarmed talent on a target that you're not grappling will break the grapple.
125 125 The grapple attack and defense reduction as well as success chance will scale with the strength stat.
126 126 Performing this action will switch your stance to Grappling Stance.]])
... ... @@ -143,40 +143,40 @@ newTalent{
143 143 getMaim = function(self, t) return 10 + self:combatTalentStatDamage(t, "str", 5, 20) * (1 + getGrapplingStyle(self, dam)) end,
144 144 -- Learn the appropriate stance
145 145 action = function(self, t)
146   -
  146 +
147 147 local tg = {type="hit", range=self:getTalentRange(t)}
148 148 local x, y, target = self:getTarget(tg)
149 149 if not x or not y or not target then return nil end
150 150 if math.floor(core.fov.distance(self.x, self.y, x, y)) > 1 then return nil end
151   -
  151 +
152 152 local grappled = false
153   -
  153 +
154 154 -- breaks active grapples if the target is not grappled
155 155 if target:isGrappled(self) then
156 156 grappled = true
157 157 else
158 158 self:breakGrapples()
159 159 end
160   -
  160 +
161 161 -- end the talent without effect if the target is to big
162 162 if self:grappleSizeCheck(target) then
163 163 return true
164 164 end
165   -
  165 +
166 166 local hit = self:startGrapple (target)
167   -
  167 +
168 168 -- deal damage and maim if appropriate
169 169 if hit then
170   -
  170 +
171 171 if grappled then
172 172 self:project(target, x, y, DamageType.PHYSICAL, self:physicalCrit(t.getDamage(self, t), nil, target))
173 173 target:setEffect(target.EFF_MAIMED, t.getDuration(self, t), {power=t.getMaim(self, t)})
174 174 else
175 175 self:project(target, x, y, DamageType.PHYSICAL, self:physicalCrit(t.getDamage(self, t), nil, target))
176 176 end
177   -
  177 +
178 178 end
179   -
  179 +
180 180 return true
181 181 end,
182 182 info = function(self, t)
... ... @@ -222,14 +222,14 @@ newTalent{
222 222 getSlam = function(self, t) return 20 + self:combatTalentStatDamage(t, "str", 30, 500) * (1 + getGrapplingStyle(self, dam)) end,
223 223 -- Learn the appropriate stance
224 224 action = function(self, t)
225   -
  225 +
226 226 local tg = {type="hit", range=self:getTalentRange(t)}
227 227 local x, y, target = self:getTarget(tg)
228 228 if not x or not y or not target then return nil end
229 229 if math.floor(core.fov.distance(self.x, self.y, x, y)) > self:getTalentRange(t) then return nil end
230   -
  230 +
231 231 local grappled = false
232   -
  232 +
233 233 -- do the rush
234 234 local l = line.new(self.x, self.y, x, y)
235 235 local tx, ty = self.x, self.y
... ... @@ -253,18 +253,18 @@ newTalent{
253 253 else
254 254 self:breakGrapples()
255 255 end
256   -
  256 +
257 257 if math.floor(core.fov.distance(self.x, self.y, x, y)) == 1 then
258 258 -- end the talent without effect if the target is to big
259 259 if self:grappleSizeCheck(target) then
260 260 return true
261 261 end
262   -
  262 +
263 263 local hit = self:startGrapple (target)
264   -
  264 +
265 265 -- takedown or slam as appropriate
266 266 if hit then
267   -
  267 +
268 268 if grappled then
269 269 self:project(target, x, y, DamageType.PHYSICAL, self:physicalCrit(t.getSlam(self, t), nil, target))
270 270 if target:checkHit(self:combatAttackStr(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
... ... @@ -280,10 +280,10 @@ newTalent{
280 280 game.logSeen(target, "%s resists the daze!", target.name:capitalize())
281 281 end
282 282 end
283   -
  283 +
284 284 end
285 285 end
286   -
  286 +
287 287 return true
288 288 end,
289 289 info = function(self, t)
... ...