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Aug 4th, 2015
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  1. newEffect{
  2. name = "PAWS_AND_CLAWS", image = "talents/gravity_locus.png",
  3. desc = "Lacerating-Claws",
  4. long_desc = function(self, eff) return ("Target is been lacerated by sharp Hexkin claws."):format() end,
  5. type = "physical",
  6. subtype = { bleed=true },
  7. status = "detrimental",
  8. parameters = { power=1 },
  9. on_merge = function(self, old_eff, new_eff)
  10. old_eff.dur = new_eff.dur
  11. old_eff.power = old_eff.power + new_eff.power
  12. return old_eff
  13. end,
  14. }
  15.  
  16. newTalent{
  17. name = "Paws And Claws",
  18. type = {"race/hexkin-a", 3},
  19. mode = "sustained",
  20. require = techs_req_3,
  21. points = 5,
  22. mode = "passive",
  23. tactical = { BUFF = 2 },
  24. getDamage = function(self, t) return self:combatTalentPhysicalDamage(t, 5, 50) end,
  25. on_pre_use = function(self, t) return self:isUnarmed() and true or false end,
  26. activate = function(self, t)
  27. end,
  28. deactivate = function(self, t, p)
  29. return true
  30. end,
  31. callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam)
  32. if hitted and not target.dead and self:isUnarmed() and not self.turn_procs.bleeddot and target:canBe("cut") then
  33. self.turn_procs.bleeddot = true
  34. target:setEffect(target.PAWS_AND_CLAWS, 10, {src=self, power=(t.getDamage(self,t) / 10)})
  35. end
  36. end,
  37. info = function(self, t)
  38. return ([[Inflicts a bleed damage dealing %0.2f physical damage over 10 turns on unarmed attacks.]]):
  39. format(t.getDamage(self, t)*100)
  40. end,
  41. }
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