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Commit 3061b14a authored by DarkGod's avatar DarkGod
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excellence scaling

parent 33462aaf
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......@@ -29,7 +29,7 @@ newTalent{
no_npc_use = true,
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,
requires_target = true,
getNb = function(self, t) return math.floor(self:getTalentLevel(t)) end,
getNb = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, "log")) end,
target = function(self, t)
return {type="bolt", range=self:getTalentRange(t), scan_on=engine.Map.PROJECTILE, no_first_target_filter=true}
end,
......@@ -74,7 +74,7 @@ newTalent{
if self:attr("never_move") then return false end
return true
end,
getDist = function(self, t) return math.floor(self:combatTalentScale(t, 4, 8)) end,
getDist = function(self, t) return math.floor(self:combatTalentLimit(t, 11, 4, 8)) end,
archery_onhit = function(self, t, target, x, y)
if not target or not target:canBe("knockback") then return end
target:knockback(self.x, self.y, t.getDist(self, t))
......@@ -115,7 +115,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You rush toward your fow, readying your shot. If you reach it you release the shot, imbuing it with great power.
return ([[You rush toward your fow, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does %d%% weapon damage and knocks back your target by %d.]]):
format(self:combatTalentWeaponDamage(t, 1.5, 2.8) * 100, t.getDist(self, t))
end,
......@@ -131,7 +131,7 @@ newTalent{
require = techs_dex_req_high3,
tactical = { BUFF = 2 },
getDist = function(self, t) return math.floor(self:combatTalentScale(t, 1, 3)) end,
getChance = function(self, t) return math.floor(self:combatTalentScale(t, 20, 50)) end,
getChance = function(self, t) return math.floor(self:combatTalentLimit(t, 100, 20, 50)) end,
archery_onhit = function(self, t, target, x, y)
if not target or not target:canBe("knockback") then return end
target:knockback(self.x, self.y, t.getDist(self, t))
......@@ -153,8 +153,8 @@ newTalent{
deactivate = function(self, t, p)
end,
info = function(self, t)
return ([[You highten your reflexes to amazing levels. Each time a creature tries to hit you in melee you have %d%% chances to be fast enough to fire a shot at the attack, fully deflecting it and all others for this turn for this creature.
In addition the shot deals %d%% damage and knocks back the creature by %d.]])
return ([[Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a %d%% chance get a defensive shot off in time to intercept the attack, fully disrupting it and all other attacks from the attacker for the turn.
In addition, the shot deals %d%% damage and causes %d knockback.]])
:format(t.getChance(self, t), self:combatTalentWeaponDamage(t, 0.4, 0.9) * 100, t.getDist(self, t))
end,
}
......@@ -191,7 +191,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You fire a shot at your target's mouth (ot similar organ), doing %d%% damage and silencing it for %d turns.
return ([[You fire a shot at your target's throat, mouth, or equivalent body part, doing %d%% damage and silencing it for %d turns.
The silence chance increases with your Accuracy.]])
:format(self:combatTalentWeaponDamage(t, 0.9, 1.7) * 100, t.getDur(self,t))
end,
......
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