diff --git a/game/modules/tome/data/talents/cunning/dirty.lua b/game/modules/tome/data/talents/cunning/dirty.lua index 9b3e2083dcd6d20537d19ad4b5eb4df52f22c411..80c87d7c85331c5d1841c7608f34a66d29f48a8d 100644 --- a/game/modules/tome/data/talents/cunning/dirty.lua +++ b/game/modules/tome/data/talents/cunning/dirty.lua @@ -41,8 +41,10 @@ newTalent{ if hitted then if target:canBe("stun") then target:setEffect(target.EFF_STUNNED, t.getDuration(self, t), {apply_power=self:combatAttack()}) - else - game.logSeen(target, "%s resists the stun!", target.name:capitalize()) + end + if not target:hasEffect(target.EFF_STUNNED) then + game.logSeen(target, "%s resists the stun and %s quickly gets back on feet!", target.name:capitalize(), self.name:capitalize()) + self.energy.value = self.energy.value + game.energy_to_act * self:combatSpeed() end end @@ -52,7 +54,8 @@ newTalent{ local damage = t.getDamage(self, t) local duration = t.getDuration(self, t) return ([[You hit your target doing %d%% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for %d turns. - Stun chance increase with talent level and your Dexterity stat.]]): + Stun chance increase your accuracy. + If you fail to stun the target (of if it shrugs the effect) you quickly get back on your feet, not using your current turn.]]): format(100 * damage, duration) end, }