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-- ToME - Tales of Maj'Eyal
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-- Copyright (C) 2009, 2010, 2011, 2012 Nicolas Casalini
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--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

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require "engine.class"
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local DamageType = require "engine.DamageType"
local Map = require "engine.Map"
local Chat = require "engine.Chat"
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local Target = require "engine.Target"
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local Talents = require "engine.interface.ActorTalents"
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--- Interface to add ToME combat system
module(..., package.seeall, class.make)

--- Checks what to do with the target
-- Talk ? attack ? displace ?
function _M:bumpInto(target, x, y)
	local reaction = self:reactionToward(target)
	if reaction < 0 then
		if target.encounterAttack and self.player then self:onWorldEncounter(target, x, y) return end
		if game.player == self and ((not config.settings.tome.actor_based_movement_mode and game.bump_attack_disabled) or (config.settings.tome.actor_based_movement_mode and self.bump_attack_disabled)) then return end
		return self:useTalent(self.T_ATTACK, nil, nil, nil, target)
	elseif reaction >= 0 then
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		-- Talk ? Bump ?
		if self.player and target.on_bump then
			target:on_bump(self)
		elseif self.player and target.can_talk then
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			local chat = Chat.new(target.can_talk, target, self, {npc=target, player=self})
			chat:invoke()
			if target.can_talk_only_once then target.can_talk = nil end
		elseif target.player and self.can_talk then
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			local chat = Chat.new(self.can_talk, self, target, {npc=self, player=target})
			chat:invoke()
			if target.can_talk_only_once then target.can_talk = nil end
		elseif self.move_others and not target.cant_be_moved then
			if target.move_others and self ~= game.player then return end

			-- Check we can both walk in the tile we will end up in
			local blocks = game.level.map:checkAllEntitiesLayersNoStop(target.x, target.y, "block_move", self)
			for kind, v in pairs(blocks) do if kind[1] ~= Map.ACTOR and v then return end end
			blocks = game.level.map:checkAllEntitiesLayersNoStop(self.x, self.y, "block_move", target)
			for kind, v in pairs(blocks) do if kind[1] ~= Map.ACTOR and v then return end end

			-- Displace
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			local tx, ty, sx, sy = target.x, target.y, self.x, self.y
			target.x = nil target.y = nil
			self.x = nil self.y = nil
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			target:move(sx, sy, true)
			self:move(tx, ty, true)
			if target.describeFloor then target:describeFloor(target.x, target.y, true) end
			if self.describeFloor then self:describeFloor(self.x, self.y, true) end
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			if self:attr("bump_swap_speed_divide") then
				self:useEnergy(game.energy_to_act * self:combatMovementSpeed(x, y) / self:attr("bump_swap_speed_divide"))
				self.did_energy = true
			end
		end
	end
end

--- Makes the death happen!
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--[[
The ToME combat system has the following attributes:
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- attack: increases chances to hit against high defense
- defense: increases chances to miss against high attack power
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- armor: direct reduction of damage done
- armor penetration: reduction of target's armor
- damage: raw damage done
]]
function _M:attackTarget(target, damtype, mult, noenergy)
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	local speed, hit = nil, false
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	local sound, sound_miss = nil, nil
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	-- Break before we do the blow, because it might start step up, we dont want to insta-cancel it
	self:breakStepUp()
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	if self:attr("feared") then
		if not noenergy then
			self:useEnergy(game.energy_to_act * speed)
			self.did_energy = true
		end
		game.logSeen(self, "%s is too afraid to attack.", self.name:capitalize())
		return false
	end
	if self:attr("terrified") and rng.percent(self:attr("terrified")) then
		if not noenergy then
			self:useEnergy(game.energy_to_act)
			self.did_energy = true
		end
		game.logSeen(self, "%s is too terrified to attack.", self.name:capitalize())
		return false
	end
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	-- Cancel stealth early if we are noticed
	if self:isTalentActive(self.T_STEALTH) and target:canSee(self) then
		self:useTalent(self.T_STEALTH)
		self.changed = true
		game.logPlayer(self, "%s notices you at the last moment!", target.name:capitalize())
	end

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	-- Change attack type if using gems
	if not damtype and self:getInven(self.INVEN_GEM) then
		local gems = self:getInven(self.INVEN_GEM)
		local types = {}
		for i = 1, #gems do
			if gems[i] and gems[i].attack_type then types[#types+1] = gems[i].attack_type end
		end
		if #types > 0 then
			damtype = rng.table(types)
		end
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	elseif not damtype and self:attr("force_melee_damage_type") then
		damtype = self:attr("force_melee_damage_type")
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	end

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	local break_stealth = false
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	local hd = {"Combat:attackTarget", target=target, damtype=damtype, mult=mult, noenergy=noenergy}
	if self:triggerHook(hd) then
		speed, hit, damtype, mult = hd.speed, hd.hit, hd.damtype, hd.mult
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		if hd.stop then return hit end
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	end

	if not speed and self:isTalentActive(self.T_GESTURE_OF_PAIN) then
		print("[ATTACK] attacking with Gesture of Pain")
		local t = self:getTalentFromId(self.T_GESTURE_OF_PAIN)
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		if not t.preAttack(self, t, target) then return false end
		speed, hit = t.attack(self, t, target)
		break_stealth = true
	end

	if not speed and not self:attr("disarmed") and not self:isUnarmed() then
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		-- All weapons in main hands
		if self:getInven(self.INVEN_MAINHAND) then
			for i, o in ipairs(self:getInven(self.INVEN_MAINHAND)) do
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				local combat = self:getObjectCombat(o, "mainhand")
				if combat and not o.archery then
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					print("[ATTACK] attacking with", o.name)
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					local s, h = self:attackTargetWith(target, combat, damtype, mult)
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					speed = math.max(speed or 0, s)
					hit = hit or h
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					if hit and not sound then sound = combat.sound
					elseif not hit and not sound_miss then sound_miss = combat.sound_miss end
					if not combat.no_stealth_break then break_stealth = true end
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				end
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			end
		end
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		-- All weapons in off hands
		-- Offhand attacks are with a damage penalty, that can be reduced by talents
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		if self:getInven(self.INVEN_OFFHAND) then
			for i, o in ipairs(self:getInven(self.INVEN_OFFHAND)) do
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				local offmult = self:getOffHandMult(o.combat, mult)
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				local combat = self:getObjectCombat(o, "offhand")
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				if o.special_combat and o.subtype == "shield" and self:knowTalent(self.T_STONESHIELD) then combat = o.special_combat end
				if combat and not o.archery then
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					print("[ATTACK] attacking with", o.name)
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					local s, h = self:attackTargetWith(target, combat, damtype, offmult)
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					speed = math.max(speed or 0, s)
					hit = hit or h
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					if hit and not sound then sound = combat.sound
					elseif not hit and not sound_miss then sound_miss = combat.sound_miss end
					if not combat.no_stealth_break then break_stealth = true end
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				end
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			end
		end
	end

	-- Barehanded ?
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	if not speed and self.combat then
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		print("[ATTACK] attacking with innate combat")
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		local combat = self:getObjectCombat(o, "barehand")
		local s, h = self:attackTargetWith(target, combat, damtype, mult)
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		speed = math.max(speed or 0, s)
		hit = hit or h
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		if hit and not sound then sound = combat.sound
		elseif not hit and not sound_miss then sound_miss = combat.sound_miss end
		if not combat.no_stealth_break then break_stealth = true end
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	end

	-- We use up our own energy
	if speed and not noenergy then
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		self:useEnergy(game.energy_to_act * speed)
		self.did_energy = true
	end
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	if sound then game:playSoundNear(self, sound)
	elseif sound_miss then game:playSoundNear(self, sound_miss) end
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	game:playSoundNear(self, self.on_hit_sound or "actions/melee_hit_squish")
	if self.sound_moam and rng.chance(7) then game:playSoundNear(self, self.sound_moam) end

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	-- cleave second attack
	if self:isTalentActive(self.T_CLEAVE) then
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		local t = self:getTalentFromId(self.T_CLEAVE)
		t.on_attackTarget(self, t, target)
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	-- Cancel stealth!
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	if break_stealth then self:breakStealth() end
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	self:breakLightningSpeed()
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	return hit
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end

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--- Determines the combat field to use for this item
function _M:getObjectCombat(o, kind)
	if kind == "barehand" then return self.combat end
	if kind == "mainhand" then return o.combat end
	if kind == "offhand" then return o.combat end
	return nil
end

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--- Computes a logarithmic chance to hit, opposing chance to hit to chance to miss
-- This will be used for melee attacks, physical and spell resistance
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function _M:checkHitOld(atk, def, min, max, factor)
	if atk < 0 then atk = 0 end
	if def < 0 then def = 0 end
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	print("checkHit", atk, def)
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	if atk == 0 then atk = 1 end
	local hit = nil
	factor = factor or 5

	local one = 1 / (1 + math.exp(-(atk - def) / 7))
	local two = 0
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	if atk + def ~= 0 then two = atk / (atk + def) end
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	hit = util.bound(hit, min or 5, max or 95)
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	print("=> chance to hit", hit)
	return rng.percent(hit), hit
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end

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--Tells the tier difference between two values
function _M:crossTierEffect(eff_id, apply_power, apply_save, use_given_e)
	local q = game.player:hasQuest("tutorial-combat-stats")
	if q and not q:isCompleted("final-lesson")then
		return
	end
	local ct_effect
	local save_for_effects = {
		physical = "combatPhysicalResist",
		magical = "combatSpellResist",
		mental = "combatMentalResist",
	}
	local cross_tier_effects = {
		combatPhysicalResist = self.EFF_OFFBALANCE,
		combatSpellResist = self.EFF_SPELLSHOCKED,
		combatMentalResist = self.EFF_BRAINLOCKED,
	}
	local e = self.tempeffect_def[eff_id]
	if not apply_power or not save_for_effects[e.type] then return end
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	local save = self[apply_save or save_for_effects[e.type]](self, true)
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	if use_given_e then
		ct_effect = self["EFF_"..e.name]
	else
		ct_effect = cross_tier_effects[save_for_effects[e.type]]
	end
	local dur = self:getTierDiff(apply_power, save)
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	self:setEffect(ct_effect, dur, {})
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end

function _M:getTierDiff(atk, def)
	atk = math.floor(atk)
	def = math.floor(def)
	return math.max(0, math.max(math.ceil(atk/20), 1) - math.max(math.ceil(def/20), 1))
end

--New, simpler checkHit that relies on rescaleCombatStats() being used elsewhere
function _M:checkHit(atk, def, min, max, factor, p)
	if atk < 0 then atk = 0 end
	if def < 0 then def = 0 end
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	local min = min or 0
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	local max = max or 100
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	if game.player:hasQuest("tutorial-combat-stats") then
		min = 0
		max = 100
	end --ensures predictable combat for the tutorial
	print("checkHit", atk, def)
	local hit = math.ceil(50 + 2.5 * (atk - def))
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	hit = util.bound(hit, min, max)
	print("=> chance to hit", hit)
	return rng.percent(hit), hit
end

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--- Try to totally evade an attack
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function _M:checkEvasion(target)
	if not target:attr("evasion") then return end

	local evasion = target:attr("evasion")
	print("checkEvasion", evasion, target.level, self.level)
	evasion = evasion * (target.level / self.level)
	print("=> evasion chance", evasion)
	return rng.percent(evasion)
end

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--- Attacks with one weapon
function _M:attackTargetWith(target, weapon, damtype, mult, force_dam)
	damtype = damtype or (weapon and weapon.damtype) or DamageType.PHYSICAL
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	mult = mult or 1

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	-- Does the blow connect? yes .. complex :/
	local atk, def = self:combatAttack(weapon), target:combatDefense()
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	-- add stalker damage and attack bonus
	local effStalker = self:hasEffect(self.EFF_STALKER)
	if effStalker and effStalker.target == target then
		local t = self:getTalentFromId(self.T_STALK)
		atk = atk + t.getAttackChange(self, t, effStalker.bonus)
		mult = mult * t.getStalkedDamageMultiplier(self, t, effStalker.bonus)
	end
	-- add marked prey damage and attack bonus
	local effPredator = self:hasEffect(self.EFF_PREDATOR)
	if effPredator and effPredator.type == target.type then
		if effPredator.subtype == target.subtype then
			mult = mult + effPredator.subtypeDamageChange
			atk = atk + effPredator.subtypeAttackChange
		else
			mult = mult + effPredator.typeDamageChange
			atk = atk + effPredator.typeAttackChange
		end
	end
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	if target.knowTalent and target:knowTalent(target.T_GESTURE_OF_GUARDING) then
		local t = target:getTalentFromId(target.T_GESTURE_OF_GUARDING)
		mult = mult * (100 + t.getDamageChange(target, t)) / 100
	end
	-- track weakness for hate bonus before the target removes it
	local effGloomWeakness = target:hasEffect(target.EFF_GLOOM_WEAKNESS)
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	local dam, apr, armor = force_dam or self:combatDamage(weapon), self:combatAPR(weapon), target:combatArmor()
	print("[ATTACK] to ", target.name, " :: ", dam, apr, armor, def, "::", mult)

	-- check repel
	local repelled = false
	if target:isTalentActive(target.T_REPEL) then
		local t = target:getTalentFromId(target.T_REPEL)
		repelled = t.isRepelled(target, t)
	end
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	-- If hit is over 0 it connects, if it is 0 we still have 50% chance
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	local hitted = false
	local crit = false
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	local evaded = false
	if repelled then
		game.logSeen(target, "%s repels an attack from %s.", target.name:capitalize(), self.name)
	elseif self:checkEvasion(target) then
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		evaded = true
		game.logSeen(target, "%s evades %s.", target.name:capitalize(), self.name)
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	elseif self:checkHit(atk, def) and (self:canSee(target) or self:attr("blind_fight") or rng.chance(3)) then
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		local pres = util.bound(target:combatArmorHardiness() / 100, 0, 1)
		print("[ATTACK] raw dam", dam, "versus", armor, pres, "with APR", apr)
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		armor = math.max(0, armor - apr)
		dam = math.max(dam * pres - armor, 0) + (dam * (1 - pres))
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		print("[ATTACK] after armor", dam)
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		local damrange = self:combatDamageRange(weapon)
		dam = rng.range(dam, dam * damrange)
		print("[ATTACK] after range", dam)
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		dam, crit = self:physicalCrit(dam, weapon, target, atk, def)
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		print("[ATTACK] after crit", dam)
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		dam = dam * mult
		print("[ATTACK] after mult", dam)
		if target:hasEffect(target.EFF_COUNTERSTRIKE) then
			dam = dam * 2
			local eff = target.tmp[target.EFF_COUNTERSTRIKE]
			eff.nb = eff.nb - 1
			if eff.nb == 0 then target:removeEffect(target.EFF_COUNTERSTRIKE) end
			print("[ATTACK] after counterstrike", dam)
		end

		if weapon and weapon.inc_damage_type then
			for t, idt in pairs(weapon.inc_damage_type) do
				if target.type.."/"..target.subtype == t or target.type == t then dam = dam + dam * idt / 100 break end
			end
			print("[ATTACK] after inc by type", dam)
		end
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		if crit then game.logSeen(self, "#{bold}#%s performs a critical strike!#{normal}#", self.name:capitalize()) end

		-- Phasing, percent of weapon damage bypasses shields
		-- It's done like this because onTakeHit has no knowledge of the weapon
		if weapon and weapon.phasing then
			self:attr("damage_shield_penetrate", weapon.phasing)
		end

		-- Damage conversion?
		-- Reduces base damage but converts it into another damage type
		local conv_dam
		local conv_damtype
		if weapon and weapon.convert_damage then
			for typ, conv in pairs(weapon.convert_damage) do
				if dam > 0 then
					conv_dam = math.min(dam, dam * (conv / 100))
					total_conversion = total_conversion + conv_dam
					conv_damtype = typ
					dam = dam - conv_dam
					if conv_dam > 0 then
						DamageType:get(conv_damtype).projector(self, target.x, target.y, conv_damtype, math.max(0, conv_dam))
					end
				end
			end
		end

		if dam > 0 then
			DamageType:get(damtype).projector(self, target.x, target.y, damtype, math.max(0, dam))
		end
		if weapon and weapon.phasing then
			self:attr("damage_shield_penetrate", -weapon.phasing)
		end

		-- add damage conversion back in so the total damage still gets passed
		if total_conversion > 0 then
			dam = dam + total_conversion
		end
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		hitted = true
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	else
		local srcname = game.level.map.seens(self.x, self.y) and self.name:capitalize() or "Something"
		game.logSeen(target, "%s misses %s.", srcname, target.name)
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	end
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	-- cross-tier effect for accuracy vs. defense
	local tier_diff = self:getTierDiff(atk, target:combatDefense(false, target:attr("combat_def_ct")))
	if hitted and not target.dead and tier_diff > 0 then
		local reapplied = false
		-- silence the apply message it if the target already has the effect
		for eff_id, p in pairs(target.tmp) do
			local e = target.tempeffect_def[eff_id]
			if e.desc == "Off-guard" then
				reapplied = true
			end
		end
		target:setEffect(target.EFF_OFFGUARD, tier_diff, {}, reapplied)
	-- handle stalk targeting for hits (also handled in Actor for turn end effects)
	if hitted and target ~= self then
		if effStalker then
			-- mark if stalkee was hit
			effStalker.hit = effStalker.hit or effStalker.target == target
		elseif self:isTalentActive(self.T_STALK) then
			local stalk = self:isTalentActive(self.T_STALK)
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			if not stalk.hit then
				-- mark a new target
				stalk.hit = true
				stalk.hit_target = target
			elseif stalk.hit_target ~= target then
				-- more than one target; clear it
				stalk.hit_target = nil
			end
		end
	end
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	-- Spread diseases
	if hitted and self:knowTalent(self.T_CARRIER) and rng.percent(4 * self:getTalentLevelRaw(self.T_CARRIER)) then
		-- Use epidemic talent spreading
		local t = self:getTalentFromId(self.T_EPIDEMIC)
		t.do_spread(self, t, target)
	end

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	-- Melee project
	if hitted and not target.dead and weapon and weapon.melee_project then for typ, dam in pairs(weapon.melee_project) do
		if dam > 0 then
			DamageType:get(typ).projector(self, target.x, target.y, typ, dam)
		end
	end end
	if hitted and not target.dead then for typ, dam in pairs(self.melee_project) do
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		if dam > 0 then
			DamageType:get(typ).projector(self, target.x, target.y, typ, dam)
		end
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	end end

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	-- Weapon of light cast
	if hitted and not target.dead and self:knowTalent(self.T_WEAPON_OF_LIGHT) and self:isTalentActive(self.T_WEAPON_OF_LIGHT) then
		if self:getPositive() >= 3 then
			local dam = 7 + self:getTalentLevel(self.T_WEAPON_OF_LIGHT) * self:combatSpellpower(0.092)
			DamageType:get(DamageType.LIGHT).projector(self, target.x, target.y, DamageType.LIGHT, dam)
			self:incPositive(-3)
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		end
	end

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	-- Shadow cast
	if hitted and not target.dead and self:knowTalent(self.T_SHADOW_COMBAT) and self:isTalentActive(self.T_SHADOW_COMBAT) and self:getMana() > 0 then
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		local dam = 2 + self:combatTalentSpellDamage(self.T_SHADOW_COMBAT, 2, 50)
		local mana = 2
		if self:getMana() > mana then
			DamageType:get(DamageType.DARKNESS).projector(self, target.x, target.y, DamageType.DARKNESS, dam)
			self:incMana(-mana)
		end
	if hitted and not target.dead and self:knowTalent(self.T_WEAPON_FOLDING) and self:isTalentActive(self.T_WEAPON_FOLDING) then
		local t = self:getTalentFromId(self.T_WEAPON_FOLDING)
		local dam = t.getDamage(self, t)
		DamageType:get(DamageType.TEMPORAL).projector(self, target.x, target.y, DamageType.TEMPORAL, dam)
		self:incParadox(- t.getParadoxReduction(self, t))
	-- Ruin
	if hitted and not target.dead and self:knowTalent(self.T_RUIN) and self:isTalentActive(self.T_RUIN) then
		local t = self:getTalentFromId(self.T_RUIN)
		local dam = t.getDamage(self, t)
		DamageType:get(DamageType.DRAINLIFE).projector(self, target.x, target.y, DamageType.DRAINLIFE, dam)
	end
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	-- Autospell cast
	if hitted and not target.dead and self:knowTalent(self.T_ARCANE_COMBAT) and self:isTalentActive(self.T_ARCANE_COMBAT) then
		local t = self:getTalentFromId(self.T_ARCANE_COMBAT)
		t.do_trigger(self, t, target)
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	end

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	-- On hit talent
	if hitted and not target.dead and weapon and weapon.talent_on_hit and next(weapon.talent_on_hit) and not self.turn_procs.melee_talent then
		for tid, data in pairs(weapon.talent_on_hit) do
			if rng.percent(data.chance) then
				self.turn_procs.melee_talent = true
				self:forceUseTalent(tid, {ignore_cd=true, ignore_energy=true, force_target=target, force_level=data.level, ignore_ressources=true})
	-- Shattering Impact
	if hitted and self:attr("shattering_impact") and (not self.shattering_impact_last_turn or self.shattering_impact_last_turn < game.turn) then
		local dam = dam * self.shattering_impact
		self:project({type="ball", radius=1, selffire=false}, target.x, target.y, DamageType.PHYSICAL, dam)
		self:incStamina(-15)
		self.shattering_impact_last_turn = game.turn
	-- Burst on Hit
	if hitted and weapon and weapon.burst_on_hit then
		for typ, dam in pairs(weapon.burst_on_hit) do
			if dam > 0 then
				self:project({type="ball", radius=1, friendlyfire=false}, target.x, target.y, typ, dam)
			end
		end
	end

	-- Critical Burst (generally more damage then burst on hit and larger radius)
	if hitted and crit and weapon and weapon.burst_on_crit then
		for typ, dam in pairs(weapon.burst_on_crit) do
			if dam > 0 then
				self:project({type="ball", radius=2, friendlyfire=false}, target.x, target.y, typ, dam)
			end
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	-- Arcane Destruction
	if hitted and crit and weapon and self:knowTalent(self.T_ARCANE_DESTRUCTION) then
		local typ = rng.table{DamageType.FIRE, DamageType.LIGHTNING, DamageType.ARCANE}
		self:project({type="ball", radius=2, friendlyfire=false}, target.x, target.y, typ, self:combatSpellpower() * 2)
	end
	-- Onslaught
	if hitted and self:attr("onslaught") then
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		local dir = util.getDir(target.x, target.y, self.x, self.y) or 6
		local lx, ly = util.coordAddDir(self.x, self.y, util.dirSides(dir, self.x, self.y).left)
		local rx, ry = util.coordAddDir(self.x, self.y, util.dirSides(dir, self.x, self.y).right)
		local lt, rt = game.level.map(lx, ly, Map.ACTOR), game.level.map(rx, ry, Map.ACTOR)

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		if target:checkHit(self:combatAttack(weapon), target:combatPhysicalResist(), 0, 95, 10) and target:canBe("knockback") then
			target:knockback(self.x, self.y, self:attr("onslaught"))
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			target:crossTierEffect(target.EFF_OFFBALANCE, self:combatAttack())
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		if lt and lt:checkHit(self:combatAttack(weapon), lt:combatPhysicalResist(), 0, 95, 10) and lt:canBe("knockback") then
			lt:knockback(self.x, self.y, self:attr("onslaught"))
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			target:crossTierEffect(target.EFF_OFFBALANCE, self:combatAttack())
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		if rt and rt:checkHit(self:combatAttack(weapon), rt:combatPhysicalResist(), 0, 95, 10) and rt:canBe("knockback") then
			rt:knockback(self.x, self.y, self:attr("onslaught"))
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			target:crossTierEffect(target.EFF_OFFBALANCE, self:combatAttack())
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	-- Reactive target on hit damage
	if hitted then for typ, dam in pairs(target.on_melee_hit) do
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		if dam > 0 then
			DamageType:get(typ).projector(target, self.x, self.y, typ, dam)
		end
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	end end

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	-- Acid splash
	if hitted and target:knowTalent(target.T_ACID_BLOOD) then
		local t = target:getTalentFromId(target.T_ACID_BLOOD)
		t.do_splash(target, t, self)
	end

	-- Bloodbath
	if hitted and crit and self:knowTalent(self.T_BLOODBATH) then
		local t = self:getTalentFromId(self.T_BLOODBATH)
		t.do_bloodbath(self, t)
	end

	-- Mortal Terror
	if hitted and not target.dead and self:knowTalent(self.T_MORTAL_TERROR) then
		local t = self:getTalentFromId(self.T_MORTAL_TERROR)
		t.do_terror(self, t, target, dam)
	end

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	-- Dwarves stoneskin
	if hitted and not target.dead and target:attr("auto_stoneskin") and rng.percent(15) then
		target:setEffect(target.EFF_STONE_SKIN, 5, {power=target:attr("auto_stoneskin")})
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	end

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	-- Conduit (Psi)
	if hitted and not target.dead and self:knowTalent(self.T_CONDUIT) and self:isTalentActive(self.T_CONDUIT) and self.use_psi_combat then
		local t = self:getTalentFromId(self.T_CONDUIT)
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		t.do_combat(self, t, target)
	end
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	-- Exploit Weakness
	if hitted and not target.dead and self:knowTalent(self.T_EXPLOIT_WEAKNESS) and self:isTalentActive(self.T_EXPLOIT_WEAKNESS) then
		local t = self:getTalentFromId(self.T_EXPLOIT_WEAKNESS)
		t.do_weakness(self, t, target)
	end
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	-- Lacerating Strikes
	if hitted and not target.dead and self:knowTalent(self.T_LACERATING_STRIKES) then
		local t = self:getTalentFromId(self.T_LACERATING_STRIKES)
		t.do_cut(self, t, target, dam)
	end

	-- Scoundrel's Strategies
	if hitted and not target.dead and self:knowTalent(self.T_SCOUNDREL) and target:hasEffect(target.EFF_CUT) then
		local t = self:getTalentFromId(self.T_SCOUNDREL)
		t.do_scoundrel(self, t, target)
	end

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	-- Special effect
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	if hitted and weapon and weapon.special_on_hit and weapon.special_on_hit.fct and (not target.dead or weapon.special_on_hit.on_kill) then
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		weapon.special_on_hit.fct(weapon, self, target)
	end

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	if hitted and crit and weapon and weapon.special_on_crit and weapon.special_on_crit.fct and (not target.dead or weapon.special_on_crit.on_kill) then
		weapon.special_on_crit.fct(weapon, self, target)
	end
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	if hitted and weapon and weapon.special_on_kill and weapon.special_on_kill.fct and target.dead then
		weapon.special_on_kill.fct(weapon, self, target)
	end
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	-- Poison coating
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	if hitted and not target.dead and self.vile_poisons and next(self.vile_poisons) and target:canBe("poison") then
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		local tid = rng.table(table.keys(self.vile_poisons))
		if tid then
			local t = self:getTalentFromId(tid)
			t.proc(self, t, target, weapon)
		end
	end

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	-- Regen on being hit
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	if hitted and not target.dead and target:attr("stamina_regen_when_hit") then target:incStamina(target.stamina_regen_when_hit) end
	if hitted and not target.dead and target:attr("mana_regen_when_hit") then target:incMana(target.mana_regen_when_hit) end
	if hitted and not target.dead and target:attr("equilibrium_regen_when_hit") then target:incEquilibrium(-target.equilibrium_regen_when_hit) end
	if hitted and not target.dead and target:attr("psi_regen_when_hit") then target:incPsi(target.psi_regen_when_hit) end
	if hitted and not target.dead and target:attr("hate_regen_when_hit") then target:incHate(target.hate_regen_when_hit) end
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	-- Resource regen on hit
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	if hitted and self:attr("stamina_regen_on_hit") then self:incStamina(self.stamina_regen_on_hit) end
	if hitted and self:attr("mana_regen_on_hit") then self:incMana(self.mana_regen_on_hit) end
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	if hitted and not target.dead and target:knowTalent(target.T_STONESHIELD) then
		local t = target:getTalentFromId(target.T_STONESHIELD)
		local m, mm, e, em = t.getValues(self, t)
		target:incMana(math.min(dam * m, mm))
		target:incEquilibrium(-math.min(dam * e, em))
	end

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	-- Ablative Armor
	if hitted and not target.dead and target:attr("carbon_spikes") then
		local t = target:getTalentFromId(target.T_CARBON_SPIKES)
		t.do_carbonLoss(target, t)
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	end
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	-- Set Up
	if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:hasEffect(target.EFF_DEFENSIVE_MANEUVER) then
		local t = target:getTalentFromId(target.T_SET_UP)
		local power = t.getPower(target, t)
		self:setEffect(self.EFF_SET_UP, 2, {src = target, power=power})
	end
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	-- Counter Attack!
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	if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_COUNTER_ATTACK) and rng.percent(target:getTalentLevel(target.T_COUNTER_ATTACK) * (5 + target:getCun(5, true))) then
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		game.logSeen(self, "%s counters the attack!", target.name:capitalize())
		local t = target:getTalentFromId(target.T_COUNTER_ATTACK)
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		target:attackTarget(self, nil, t.getDamage(target, t), true)
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	end
	-- Gesture of Guarding counterattack
	if hitted and not target.dead and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_GESTURE_OF_GUARDING) then
		local t = target:getTalentFromId(target.T_GESTURE_OF_GUARDING)
		t.on_hit(target, t, self)
	end

	-- Defensive Throw!
	if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:knowTalent(target.T_DEFENSIVE_THROW) and rng.percent(target:getTalentLevel(target.T_DEFENSIVE_THROW) * (5 + target:getCun(5, true))) then
		local t = target:getTalentFromId(target.T_DEFENSIVE_THROW)
		t.do_throw(target, self, t)
	end
	-- Greater Weapon Focus
	local gwf = self:hasEffect(self.EFF_GREATER_WEAPON_FOCUS)
	if hitted and not target.dead and weapon and gwf and not gwf.inside and rng.percent(gwf.chance) then
		gwf.inside = true
		game.logSeen(self, "%s focuses and gains an extra blow!", self.name:capitalize())
		self:attackTargetWith(target, weapon, damtype, mult)
		gwf.inside = nil
	end

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	-- Zero gravity
	if hitted and game.level.data.zero_gravity and rng.percent(util.bound(dam, 0, 100)) then
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		target:knockback(self.x, self.y, math.ceil(math.log(dam)))
	end
	-- Weakness hate bonus
	if hitted and effGloomWeakness and effGloomWeakness.hateBonus or 0 > 0 then
		self:incHate(effGloomWeakness.hateBonus)
		game.logPlayer(self, "#F53CBE#You revel in attacking a weakened foe! (+%d hate)", effGloomWeakness.hateBonus)
		effGloomWeakness.hateBonus = nil
	end
	-- Rampage
	if hitted and crit then
		local eff = self:hasEffect(self.EFF_RAMPAGE)
		if eff and not eff.critHit and eff.actualDuration < eff.maxDuration then
			game.logPlayer(self, "#F53CBE#Your rampage is invigorated by your fierce attack! (+1 duration)")
			eff.critHit = true
			eff.actualDuration = eff.actualDuration + 1
			eff.dur = eff.dur + 1
		end
	end
	-- Marked Prey
	if hitted and not target.dead and effPredator and effPredator.type == target.type then
		if effPredator.subtype == target.subtype then
			-- Anatomy stun
			if effPredator.subtypeStunChance > 0 and rng.percent(effPredator.subtypeStunChance) then
				if target:canBe("stun") then
					target:setEffect(target.EFF_STUNNED, 3, {})
				else
					game.logSeen(target, "%s resists the stun!", target.name:capitalize())
				end
			end
			-- Outmaneuver
			if effPredator.subtypeOutmaneuverChance > 0 and rng.percent(effPredator.subtypeOutmaneuverChance) then
				local t = self:getTalentFromId(self.T_OUTMANEUVER)
				target:setEffect(target.EFF_OUTMANEUVERED, t.getDuration(self, t), { physicalResistChange=t.getPhysicalResistChange(self, t), statReduction=t.getStatReduction(self, t) })
			end
		else
			-- Outmaneuver
			if effPredator.typeOutmaneuverChance > 0 and rng.percent(effPredator.typeOutmaneuverChance) then
				local t = self:getTalentFromId(self.T_OUTMANEUVER)
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				target:setEffect(target.EFF_OUTMANEUVERED, t.getDuration(self, t), { physicalResistChange=t.getPhysicalResistChange(self, t), statReduction=t.getStatReduction(self, t) })
	if hitted and crit and target:hasEffect(target.EFF_DISMAYED) then
		target:removeEffect(target.EFF_DISMAYED)
	end
	if hitted and not target.dead then
		-- Curse of Madness: Twisted Mind
		if self.hasEffect and self:hasEffect(self.EFF_CURSE_OF_MADNESS) then
			local eff = self:hasEffect(self.EFF_CURSE_OF_MADNESS)
			local def = self.tempeffect_def[self.EFF_CURSE_OF_MADNESS]
			def.doConspirator(self, eff, target)
		end
		if target.hasEffect and target:hasEffect(target.EFF_CURSE_OF_MADNESS) then
			local eff = target:hasEffect(target.EFF_CURSE_OF_MADNESS)
			local def = target.tempeffect_def[target.EFF_CURSE_OF_MADNESS]
			def.doConspirator(target, eff, self)
		end
		-- Curse of Nightmares: Suffocate
		if self.hasEffect and self:hasEffect(self.EFF_CURSE_OF_NIGHTMARES) then
			local eff = self:hasEffect(self.EFF_CURSE_OF_NIGHTMARES)
			local def = self.tempeffect_def[self.EFF_CURSE_OF_NIGHTMARES]
			def.doSuffocate(self, eff, target)
		end
		if target.hasEffect and target:hasEffect(target.EFF_CURSE_OF_NIGHTMARES) then
			local eff = target:hasEffect(target.EFF_CURSE_OF_NIGHTMARES)
			local def = target.tempeffect_def[target.EFF_CURSE_OF_NIGHTMARES]
			def.doSuffocate(target, eff, self)
		end
	end
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	local hd = {"Combat:attackTargetWith", hitted=hitted, target=target, weapon=weapon, damtype=damtype, mult=mult, dam=dam}
	if self:triggerHook(hd) then hitted = hd.hitted end

	-- Visual feedback
	if hitted then game.level.map:particleEmitter(target.x, target.y, 1, "melee_attack", {color=target.blood_color}) end
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	return self:combatSpeed(weapon), hitted
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end

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local weapon_talents = {
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	sword =   Talents.T_WEAPONS_MASTERY,
	axe =     Talents.T_WEAPONS_MASTERY,
	mace =    Talents.T_WEAPONS_MASTERY,
	knife =   Talents.T_KNIFE_MASTERY,
	whip  =   Talents.T_EXOTIC_WEAPONS_MASTERY,
	trident = Talents.T_EXOTIC_WEAPONS_MASTERY,
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	bow =     Talents.T_BOW_MASTERY,
	sling =   Talents.T_SLING_MASTERY,
	staff =   Talents.T_STAFF_MASTERY,
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	mindstar =Talents.T_PSIBLADES,
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	unarmed = Talents.T_UNARMED_MASTERY,
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}

--- Checks weapon training
function _M:combatCheckTraining(weapon)
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	if not weapon then return 0 end
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	if not weapon.talented then return 0 end
	if not weapon_talents[weapon.talented] then return 0 end
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	return self:getTalentLevel(weapon_talents[weapon.talented])
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end

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--- Gets the defense
--- Fake denotes a check not actually being made, used by character sheets etc.
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function _M:combatDefenseBase(fake)
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	local add = 0
	if self:hasDualWeapon() and self:knowTalent(self.T_DUAL_WEAPON_DEFENSE) then
		add = add + 4 + (self:getTalentLevel(self.T_DUAL_WEAPON_DEFENSE) * self:getDex()) / 12
	end
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	if not fake then
		add = add + (self:checkOnDefenseCall("defense") or 0)
	end
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	if self:knowTalent(self.T_TACTICAL_EXPERT) then
		local t = self:getTalentFromId(self.T_TACTICAL_EXPERT)
		add = add + t.do_tact_update(self, t)
	end
	if self:knowTalent(self.T_STEADY_MIND) then
		local t = self:getTalentFromId(self.T_STEADY_MIND)
		add = add + t.getDefense(self, t)
	end
	if self:isTalentActive(Talents.T_SURGE) then
		local t = self:getTalentFromId(self.T_SURGE)
		add = add + t.getDefenseChange(self, t)
	end
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	local d = math.max(0, self.combat_def + (self:getDex() - 10) * 0.35 + add + (self:getLck() - 50) * 0.4)

	if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then
		d = d * (1 + self:getTalentLevel(self.T_MOBILE_DEFENCE) * 0.08)
	end

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	if self:knowTalent(self.T_MISDIRECTION) then
		d = d * (1 + self:getTalentLevel(self.T_MISDIRECTION) * (0.02 * (1 + self:getCun() / 85)))
	end

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	return d
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end

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--- Gets the defense ranged
function _M:combatDefense(fake, add)
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	local base_defense = self:combatDefenseBase(true)
	if not fake then base_defense = self:combatDefenseBase() end
	local d = math.max(0, base_defense + (add or 0))
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	return self:rescaleCombatStats(d)
end

--- Gets the defense ranged
function _M:combatDefenseRanged(fake, add)
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	local base_defense = self:combatDefenseBase(true)
	if not fake then base_defense = self:combatDefenseBase() end
	local d = math.max(0, base_defense + (self.combat_def_ranged or 0) + (add or 0))
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	return self:rescaleCombatStats(d)
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end

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--- Gets the armor
function _M:combatArmor()
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	local add = 0
	if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
		add = add + self:getTalentLevel(self.T_ARMOUR_TRAINING) * 1.4
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	end
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	if self:knowTalent(self.T_CARBON_SPIKES) and self:isTalentActive(self.T_CARBON_SPIKES) then
		add = add + self.carbon_armor
	end
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	return self.combat_armor + add
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end

--- Gets armor hardiness
-- This is how much % of a blow we can reduce with armor
function _M:combatArmorHardiness()
	local add = 0
	if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then
		add = add + self:getTalentLevel(self.T_ARMOUR_TRAINING) * 5
	end
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	if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then
		add = add + self:getTalentLevel(self.T_MOBILE_DEFENCE) * 6
	end
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	return util.bound(30 + self.combat_armor_hardiness + add, 0, 100)
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--- Gets the attack
function _M:combatAttackBase(weapon, ammo)
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	weapon = weapon or self.combat or {}
	return 4 + self.combat_atk + self:getTalentLevel(Talents.T_WEAPON_COMBAT) * 10 + (weapon.atk or 0) + (ammo and ammo.atk or 0) + (self:getLck() - 50) * 0.4
end
function _M:combatAttack(weapon, ammo)
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	local stats
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	if self.use_psi_combat then stats = self:getCun(100, true) - 10
	elseif weapon and weapon.wil_attack then stats = self:getWil(100, true) - 10
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	else stats = self:getDex(100, true) - 10
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	end
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	return self:rescaleCombatStats(self:combatAttackBase(weapon, ammo) + stats)
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end

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function _M:combatAttackRanged(weapon, ammo)
	local stats
	if self.use_psi_combat then stats = self:getCun(100, true) - 10
	elseif weapon and weapon.wil_attack then stats = self:getWil(100, true) - 10
	else stats = self:getDex(100, true) - 10
	end
	return self:rescaleCombatStats(self:combatAttackBase(weapon, ammo) + stats + (self.combat_atk_ranged or 0))
end

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--- Gets the attack using only strength
function _M:combatAttackStr(weapon, ammo)
	return self:rescaleCombatStats(self:combatAttackBase(weapon, ammo) + (self:getStr(100, true) - 10))
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end

--- Gets the attack using only dexterity
function _M:combatAttackDex(weapon, ammo)
	return self:rescaleCombatStats(self:combatAttackBase(weapon, ammo) + (self:getDex(100, true) - 10))
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end

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--- Gets the attack using only magic
function _M:combatAttackMag(weapon, ammo)
	return self:rescaleCombatStats(self:combatAttackBase(weapon, ammo) + (self:getMag(100, true) - 10))
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end

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--- Gets the armor penetration
function _M:combatAPR(weapon)
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	weapon = weapon or self.combat or {}
	local addapr = 0
	return self.combat_apr + (weapon.apr or 0) + addapr
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end

--- Gets the weapon speed
function _M:combatSpeed(weapon)
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	weapon = weapon or self.combat or {}
	return (weapon.physspeed or 1) / self.combat_physspeed
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end

--- Gets the crit rate
function _M:combatCrit(weapon)
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	weapon = weapon or self.combat or {}
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	local addcrit = 0
	if weapon.talented and weapon.talented == "knife" and self:knowTalent(Talents.T_LETHALITY) then
		addcrit = 1 + self:getTalentLevel(Talents.T_LETHALITY) * 1.3
	end
	local crit = self.combat_physcrit + (self:getCun() - 10) * 0.3 + (self:getLck() - 50) * 0.30 + (weapon.physcrit or 1) + addcrit
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	return util.bound(crit, 0, 100)
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end

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--- Gets the damage range
function _M:combatDamageRange(weapon)
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	weapon = weapon or self.combat or {}
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	return (self.combat_damrange or 0) + (weapon.damrange or 1.1)
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end

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--- Scale damage values
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-- This currently beefs up high-end damage values to make up for the combat stat rescale nerf.
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function _M:rescaleDamage(dam)
	if dam <= 0 then return dam end
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--	return dam * (1 - math.log10(dam * 2) / 7) --this is the old version, pre-combat-stat-rescale
	return dam ^ 1.04
end
--Diminishing-returns method of scaling combat stats, observing this rule: the first twenty ranks cost 1 point each, the second twenty cost two each, and so on. This is much, much better for players than some logarithmic mess, since they always know exactly what's going on, and there are nice breakpoints to strive for.
function _M:rescaleCombatStats(raw_combat_stat_value)
	local x = raw_combat_stat_value