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Commit 21a13c24 authored by dg's avatar dg
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Archery now behaves more like other bolt spells, it can be targetted to empty squares

git-svn-id: http://svn.net-core.org/repos/t-engine4@2931 51575b47-30f0-44d4-a5cc-537603b46e54
parent 4f15c939
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......@@ -41,6 +41,7 @@ Light around it seems to dim and you can feel its tremendous power simply by tou
atk = 20,
dammod = {mag=1},
damtype = DamageType.ARCANE,
talented = "staff",
},
wielder = {
combat_spellpower = 20,
......
......@@ -31,7 +31,7 @@ newTalent{
tactical = { ATTACK = 1 },
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
action = function(self, t)
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t)
return true
......@@ -55,7 +55,7 @@ newTalent{
tactical = { ATTACK = 2 },
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
action = function(self, t)
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1.1, 2.2)})
return true
......@@ -159,7 +159,7 @@ newTalent{
tactical = { ATTACK = 3 },
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon() then if not silent then game.logPlayer(self, "You require a bow or sling for this talent.") end return false end return true end,
action = function(self, t)
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 0.5, 1.1)})
self:incStamina(12 + self:getTalentLevel(t) * 8)
......@@ -240,7 +240,7 @@ newTalent{
end
end,
action = function(self, t)
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1, 1.5)})
return true
......@@ -271,7 +271,7 @@ newTalent{
end
end,
action = function(self, t)
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1, 1.4)})
return true
......
......@@ -50,7 +50,7 @@ newTalent{
action = function(self, t)
if not self:hasArcheryWeapon("sling") then game.logPlayer(self, "You must wield a sling!") return nil end
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1, 1.5)})
return true
......@@ -86,7 +86,7 @@ newTalent{
action = function(self, t)
if not self:hasArcheryWeapon("sling") then game.logPlayer(self, "You must wield a sling!") return nil end
local targets = self:archeryAcquireTargets()
local targets = self:archeryAcquireTargets(nil, {one_shot=true})
if not targets then return end
self:archeryShoot(targets, t, nil, {mult=self:combatTalentWeaponDamage(t, 1, 1.5)})
return true
......
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