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Commit 07e4dbf3 authored by dg's avatar dg
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Defensive Posture penalty removed, mana cost reduced and also increases Armour

Blunt Thrust now stuns instead of daze. At level 5 it always hits

git-svn-id: http://svn.net-core.org/repos/t-engine4@5197 51575b47-30f0-44d4-a5cc-537603b46e54
parent 24c4aa93
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......@@ -107,7 +107,7 @@ newTalent{
require = spells_req3,
mode = "sustained",
points = 5,
sustain_mana = 80,
sustain_mana = 20,
cooldown = 30,
tactical = { BUFF = 2 },
getDefense = function(self, t) return self:combatTalentSpellDamage(t, 10, 20) end,
......@@ -121,19 +121,19 @@ newTalent{
local power = t.getDefense(self, t)
game:playSoundNear(self, "talents/arcane")
return {
dam = self:addTemporaryValue("combat_dam", -power / 2),
arm = self:addTemporaryValue("combat_armor", power),
def = self:addTemporaryValue("combat_def", power),
}
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("combat_dam", p.dam)
self:removeTemporaryValue("combat_armor", p.arm)
self:removeTemporaryValue("combat_def", p.def)
return true
end,
info = function(self, t)
local defense = t.getDefense(self, t)
return ([[Adopt a defensive posture, reducing your staff attack power by %d and increasing your defense by %d.]]):
format(defense / 2, defense)
return ([[Adopt a defensive posture, increasing your defense and armour by %d.]]):
format(defense)
end,
}
......@@ -143,7 +143,7 @@ newTalent{
require = spells_req4,
points = 5,
mana = 12,
cooldown = 6,
cooldown = 12,
tactical = { ATTACK = 1, DISABLE = 2, ESCAPE = 1 },
range = 1,
requires_target = true,
......@@ -151,7 +151,7 @@ newTalent{
return {type="hit", range=self:getTalentRange(t)}
end,
getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
getDazeDuration = function(self, t) return 4 + self:getTalentLevel(t) end,
getDazeDuration = function(self, t) return 1 + self:getTalentLevel(t) end,
action = function(self, t)
local weapon = self:hasStaffWeapon()
if not weapon then
......@@ -163,14 +163,16 @@ newTalent{
local x, y, target = self:getTarget(tg)
if not x or not y or not target then return nil end
if core.fov.distance(self.x, self.y, x, y) > 1 then return nil end
if self:getTalentLevel(t) >= 5 then self.combat_atk = self.combat_atk + 1000 end
local speed, hit = self:attackTargetWith(target, weapon.combat, nil, t.getDamage(self, t))
if self:getTalentLevel(t) >= 5 then self.combat_atk = self.combat_atk - 1000 end
-- Try to stun !
if hit then
if target:canBe("stun") then
target:setEffect(target.EFF_DAZED, t.getDazeDuration(self, t), {apply_power=self:combatPhysicalpower()})
target:setEffect(target.EFF_STUNNED, t.getDazeDuration(self, t), {apply_power=self:combatSpellpower()})
else
game.logSeen(target, "%s resists the dazing blow!", target.name:capitalize())
game.logSeen(target, "%s resists the stunning blow!", target.name:capitalize())
end
end
......@@ -179,8 +181,9 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t)
local dazedur = t.getDazeDuration(self, t)
return ([[Hit a target for %d%% melee damage and daze it for %d turns.
Daze chance will improve with talent level.]]):
return ([[Hit a target for %d%% melee damage and stun it for %d turns.
Stun chance will improve with talent level.
At level 5 this attack can not miss.]]):
format(100 * damage, dazedur)
end,
}
......
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