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- newEffect{
- name = "PAWS_AND_CLAWS", image = "talents/gravity_locus.png",
- desc = "Lacerating-Claws",
- long_desc = function(self, eff) return ("Target is been lacerated by sharp Hexkin claws."):format() end,
- type = "physical",
- subtype = { bleed=true },
- status = "detrimental",
- parameters = { power=1 },
- on_merge = function(self, old_eff, new_eff)
- old_eff.dur = new_eff.dur
- old_eff.power = old_eff.power + new_eff.power
- return old_eff
- end,
- }
- newTalent{
- name = "Paws And Claws",
- type = {"race/hexkin-a", 3},
- mode = "sustained",
- require = techs_req_3,
- points = 5,
- mode = "passive",
- tactical = { BUFF = 2 },
- getDamage = function(self, t) return self:combatTalentPhysicalDamage(t, 5, 50) end,
- on_pre_use = function(self, t) return self:isUnarmed() and true or false end,
- activate = function(self, t)
- end,
- deactivate = function(self, t, p)
- return true
- end,
- callbackOnMeleeAttack = function(self, t, target, hitted, crit, weapon, damtype, mult, dam)
- if hitted and not target.dead and self:isUnarmed() and not self.turn_procs.bleeddot and target:canBe("cut") then
- self.turn_procs.bleeddot = true
- target:setEffect(target.PAWS_AND_CLAWS, 10, {src=self, power=(t.getDamage(self,t) / 10)})
- end
- end,
- info = function(self, t)
- return ([[Inflicts a bleed damage dealing %0.2f physical damage over 10 turns on unarmed attacks.]]):
- format(t.getDamage(self, t)*100)
- end,
- }
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