It reduces movement speed by 50% for Body of Stone, Aim, and Last Stand.
Code: Select all
From e0a1d7150c010433bb81d57ac770351ae46566e6 Mon Sep 17 00:00:00 2001
From: Eric Wykoff <ericwykoff@yahoo.com>
Date: Wed, 4 Apr 2012 13:24:52 -0500
Subject: [PATCH] less tedious sustains
Last Stand, Body of Stone, and Aim no longer prevent movement but instead reduce movement speed by 50%
---
game/modules/tome/class/Actor.lua | 4 ----
game/modules/tome/data/talents/spells/stone.lua | 6 +++---
.../tome/data/talents/techniques/archery.lua | 6 +++---
.../tome/data/talents/techniques/weaponshield.lua | 6 +++---
4 files changed, 9 insertions(+), 13 deletions(-)
diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua
index 55ff248..6c9592c 100644
--- a/game/modules/tome/class/Actor.lua
+++ b/game/modules/tome/class/Actor.lua
@@ -704,10 +704,6 @@ function _M:move(x, y, force)
t.curseFloor(self, t, x, y)
end
- if moved and self:isTalentActive(self.T_BODY_OF_STONE) then
- self:forceUseTalent(self.T_BODY_OF_STONE, {ignore_energy=true})
- end
-
if not forced and moved and ox and oy and (ox ~= self.x or oy ~= self.y) and self:knowTalent(self.T_LIGHT_OF_FOOT) then
self:incStamina(self:getTalentLevelRaw(self.T_LIGHT_OF_FOOT) * 0.2)
end
diff --git a/game/modules/tome/data/talents/spells/stone.lua b/game/modules/tome/data/talents/spells/stone.lua
index a827229..3a680db 100644
--- a/game/modules/tome/data/talents/spells/stone.lua
+++ b/game/modules/tome/data/talents/spells/stone.lua
@@ -89,7 +89,7 @@ newTalent{
game:playSoundNear(self, "talents/earth")
return {
particle = self:addParticles(Particles.new("stone_skin", 1)),
- move = self:addTemporaryValue("never_move", 1),
+ move = self:addTemporaryValue("movement_speed", -0.5),
stun = self:addTemporaryValue("stun_immune", t.getStunRes(self, t)),
cdred = self:addTemporaryValue("talent_cd_reduction", {
[self.T_EARTHEN_MISSILES] = cdr,
@@ -105,7 +105,7 @@ newTalent{
end,
deactivate = function(self, t, p)
self:removeParticles(p.particle)
- self:removeTemporaryValue("never_move", p.move)
+ self:removeTemporaryValue("movement_speed", p.move)
self:removeTemporaryValue("stun_immune", p.stun)
self:removeTemporaryValue("talent_cd_reduction", p.cdred)
self:removeTemporaryValue("resists", p.res)
@@ -117,7 +117,7 @@ newTalent{
local acidres = t.getAcidRes(self, t)
local cooldownred = t.getCooldownReduction(self, t)
local stunres = t.getStunRes(self, t)
- return ([[You root yourself into the earth and transform your flesh into stone. While this spell is sustained you may not move and any forced movement will end the effect.
+ return ([[You root yourself into the earth and transform your flesh into stone. While this spell is sustained your movement speed is reduced by 50%%.
Your stoned form and your affinity with the earth while the spell is active has the following effects:
* Reduces the cooldown of Earthen Missiles, Earthquake, and Mudslide by %d
* Grants %d%% Fire Resistance, %d%% Lightning Resistance, %d%% Acid Resistance, and %d%% Stun Resistance
diff --git a/game/modules/tome/data/talents/techniques/archery.lua b/game/modules/tome/data/talents/techniques/archery.lua
index c2a06c8..32993d5 100644
--- a/game/modules/tome/data/talents/techniques/archery.lua
+++ b/game/modules/tome/data/talents/techniques/archery.lua
@@ -132,7 +132,7 @@ newTalent{
if self:isTalentActive(self.T_RAPID_SHOT) then self:forceUseTalent(self.T_RAPID_SHOT, {ignore_energy=true}) end
return {
- move = self:addTemporaryValue("never_move", 1),
+ move = self:addTemporaryValue("movement_speed", -0.5),
speed = self:addTemporaryValue("combat_physspeed", -self:getTalentLevelRaw(t) * 0.05),
crit = self:addTemporaryValue("combat_physcrit", 7 + self:getTalentLevel(t) * self:getDex(10, true)),
atk = self:addTemporaryValue("combat_dam", 4 + self:getTalentLevel(t) * self:getDex(10, true)),
@@ -141,7 +141,7 @@ newTalent{
}
end,
deactivate = function(self, t, p)
- self:removeTemporaryValue("never_move", p.move)
+ self:removeTemporaryValue("movement_speed", p.move)
self:removeTemporaryValue("combat_physspeed", p.speed)
self:removeTemporaryValue("combat_physcrit", p.crit)
self:removeTemporaryValue("combat_apr", p.apr)
@@ -150,7 +150,7 @@ newTalent{
return true
end,
info = function(self, t)
- return ([[You enter a calm, focused stance, increasing your damage(+%d), accuracy(+%d), armor penetration(+%d), and critical chance(+%d%%) but reducing your firing speed by %d%% and making you unable to move.
+ return ([[You enter a calm, focused stance, increasing your damage(+%d), accuracy(+%d), armor penetration(+%d), and critical chance(+%d%%) but reducing your firing speed by %d%% and movement speed by 50%%.
The effects will increase with your Dexterity stat.]]):
format(4 + self:getTalentLevel(t) * self:getDex(10, true), 4 + self:getTalentLevel(t) * self:getDex(10, true),
3 + self:getTalentLevel(t) * self:getDex(10, true), 7 + self:getTalentLevel(t) * self:getDex(10, true),
diff --git a/game/modules/tome/data/talents/techniques/weaponshield.lua b/game/modules/tome/data/talents/techniques/weaponshield.lua
index 42148fe..da5ab02 100644
--- a/game/modules/tome/data/talents/techniques/weaponshield.lua
+++ b/game/modules/tome/data/talents/techniques/weaponshield.lua
@@ -298,17 +298,17 @@ newTalent{
return {
max_life = self:addTemporaryValue("max_life", (10 + self:getCon() * 0.25) * self:getTalentLevel(t)),
def = self:addTemporaryValue("combat_def", 5 + self:getDex(4, true) * self:getTalentLevel(t)),
- nomove = self:addTemporaryValue("never_move", 1),
+ move = self:addTemporaryValue("movement_speed", -0.5),
}
end,
deactivate = function(self, t, p)
self:removeTemporaryValue("combat_def", p.def)
self:removeTemporaryValue("max_life", p.max_life)
- self:removeTemporaryValue("never_move", p.nomove)
+ self:removeTemporaryValue("movement_speed", p.move)
return true
end,
info = function(self, t)
- return ([[You brace yourself for the final stand, increasing defense by %d and maximum life by %d, but making you unable to move.
+ return ([[You brace yourself for the final stand, increasing defense by %d and maximum life by %d, but reducing your movement speed by 50%%.
The increase in defense is based on Dexterity and life on Constitution.]]):
format(5 + self:getDex(4, true) * self:getTalentLevel(t),
(10 + self:getCon() * 0.25) * self:getTalentLevel(t))
--
1.7.9.msysgit.0