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Commit addf855a authored by dg's avatar dg
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Bow & Sling Masery also reduced to 5

git-svn-id: http://svn.net-core.org/repos/t-engine4@5171 51575b47-30f0-44d4-a5cc-537603b46e54
parent 38b55556
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......@@ -61,9 +61,9 @@ newTalent{
shots_per_turn = function(self, t)
local v = math.max(self:getTalentLevelRaw(self.T_BOW_MASTERY), self:getTalentLevelRaw(self.T_SLING_MASTERY))
local add = 0
if v >= 10 then add = add + 3
elseif v >= 6 then add = add + 2
elseif v >= 3 then add = add + 1
if v >= 5 then add = add + 3
elseif v >= 4 then add = add + 2
elseif v >= 2 then add = add + 1
end
return self:getTalentLevelRaw(t) + (self:attr("ammo_reload_speed") or 0) + add
end,
......
......@@ -20,19 +20,19 @@
newTalent{
name = "Bow Mastery",
type = {"technique/archery-bow", 1},
points = 10,
require = { stat = { dex=function(level) return 12 + level * 3 end }, },
points = 5,
require = { stat = { dex=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
return ([[Increases Physical Power by %d. Also increases damage done with bows by %d%%.
Also, when using Reload:
At level 3 it grants one more reload per turn.
At level 6 it grants two more reloads per turn.
At level 10 it grants three more reloads per turn.
At level 2 it grants one more reload per turn.
At level 4 it grants two more reloads per turn.
At level 5 it grants three more reloads per turn.
]]):
format(damage, inc * 100)
end,
......
......@@ -102,7 +102,7 @@ newTalent{
points = 5,
require = { stat = { str=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
......@@ -119,7 +119,7 @@ newTalent{
points = 5,
require = { stat = { dex=function(level) return 10 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
......@@ -136,7 +136,7 @@ newTalent{
points = 5,
require = { stat = { str=function(level) return 10 + level * 6 end, dex=function(level) return 10 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
......
......@@ -20,19 +20,19 @@
newTalent{
name = "Sling Mastery",
type = {"technique/archery-sling", 1},
points = 10,
require = { stat = { dex=function(level) return 12 + level * 3 end }, },
points = 5,
require = { stat = { dex=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 5 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
return ([[Increases Physical Power by %d. Also increases damage done with slings by %d%%.
Also, when using Reload:
At level 3 it grants one more reload per turn.
At level 6 it grants two more reloads per turn.
At level 10 it grants three more reloads per turn.
At level 2 it grants one more reload per turn.
At level 4 it grants two more reloads per turn.
At level 5 it grants three more reloads per turn.
]]):
format(damage, inc * 100)
end,
......
......@@ -50,7 +50,7 @@ newTalent{
require = { stat = { cun=function(level) return 12 + level * 6 end }, },
mode = "passive",
getDamage = function(self, t) return self:getTalentLevel(t) * 10 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 10) / 2 end,
getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end,
info = function(self, t)
local damage = t.getDamage(self, t)
local inc = t.getPercentInc(self, t)
......
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