Need some confirmation on special_on_crit effects
Posted: Tue Feb 04, 2020 1:32 am
So I am trying to create an ego for a steamgun to shoot again on a critical hit. Cause I thinking of just doing a talent_on_hit, but I was thinking of more a critical type deal. How I imagined it was like you got a critical blow on the enemy, and they flinched giving you enough time to shoot them again.
So I went from
talent_on_hit = { [Talents.T_SHOOT] = {level=resolvers.genericlast(function(e) return e.material_level end), chance=15} }
to
special_on_crit = { [Talents.T_SHOOT] = {level=resolvers.genericlast(function(e) return e.material_level end), }
I am unsure if the second one works. I know the first one works because it is just an edit of another ego so it should work although I haven't tested it. Anybody can give me some pointers or a step in the right direction? Do I need to have some combat speed modifier as well?
So I went from
talent_on_hit = { [Talents.T_SHOOT] = {level=resolvers.genericlast(function(e) return e.material_level end), chance=15} }
to
special_on_crit = { [Talents.T_SHOOT] = {level=resolvers.genericlast(function(e) return e.material_level end), }
I am unsure if the second one works. I know the first one works because it is just an edit of another ego so it should work although I haven't tested it. Anybody can give me some pointers or a step in the right direction? Do I need to have some combat speed modifier as well?