Is this a bug?
Code: Select all
getEvasion = function(self, t) return self:combatTalentLimit(t, 50, 12, 25), 1 end,
getFlatMax = function(self, t) return self:combatTalentLimit(t, 50, 100, 70), 1 end,
callbackOnHit = function(self, t, val, src, death_note)
if src and src.x and src.y and self.x and self.y and core.fov.distance(self.x, self.y, src.x, src.y) > 1 then return end
local ev, spread = t.getEvasion(self, t)
val.value = val.value * (100 - ev) / 100
return true
end,
activate = function(self, t)
local ret = {}
local ev, spread = t.getEvasion(self, t)
self:talentTemporaryValue(ret, "projectile_evasion", ev)
self:talentTemporaryValue(ret, "projectile_evasion_spread", spread)
self:talentTemporaryValue(ret, "flat_damage_cap", {all = t.getFlatMax(self, t)})
if self:knowTalent(self.T_BATTLEFIELD_VETERAN) then
self:talentTemporaryValue(ret, "die_at", -self:callTalent(self.T_BATTLEFIELD_VETERAN, "getLife"))
end
return ret
end,
deactivate = function(self, t, p)
return true
end,
info = function(self, t)
local ev, spread = t.getEvasion(self, t)
local flat = t.getFlatMax(self, t)
return ([[Spin your saws wildly around you to create a wall of steamy sawteeth.
All melee damage against you is reduced by %d%%, you have %d%% chance to evade projectiles and you can never take a blow that deals more than %d%% of your max life.
#{italic}#Split their bones on the saws of death!#{normal}#]])
:format(ev, ev, flat)
end,
}