Speed Cast
@@ -837,6 +845,7 @@
Branch:
+
Mastery:
@@ -851,12 +860,51 @@
Cost:
+
Cast-Time:
-
+
+
+
+
+
+ Mental
+
+ - Cognitive Telekinesis (Req: 5)
+
+ - Base: 0
+ - Power Cap: 2
+ - Cost 3 (TTT)
+
+
+
+
+ Body (Scaling: 20%/25%)
+
+ - Light Form (Req: 5)
+
+ - Heavy Form (Req: 10)
+
+ - Base: 40
+ - Cost: 35
+ - Small AOE
+
+ - Immense Form (Req: 15)
+
+ - Base: 80
+ - Cost: 65
+ - Moderate AOE
+
+
+
+
+
@@ -961,9 +1011,9 @@
Parry
- Base:
- Cost/Cooldown:
-
+ Base:
+ Cost/Cooldown:
+
@@ -979,7 +1029,7 @@
-
+
@@ -1296,11 +1346,12 @@ on('clicked:weaponBlock', () => {
});
on('clicked:gather', () => {
getAttrs(["economy","Char_Manna","Char_Manna_Training","Char_Level"], value => {
- var max = parseInt(value.Char_Manna_Training) + 100 + parseInt(value.Char_Level);
+ var max = (100 + parseInt(value.Char_Manna_Training) + parseInt(value.Char_Level));
+ console.log((parseInt(value.Manna) + 30));
if(value.economy >= 70)
{
setAttrs({
- Char_Manna: ((parseInt(value.Manna) + 30) <= max) ? value.Char_Manna + 30 : max,
+ Char_Manna: ((value.Char_Manna + 30) <= max) ? value.Char_Manna + 30 : max,
economy: value.economy - 30
})
}
@@ -1738,8 +1789,7 @@ on("clicked:equip-armor", ()=> {
return
idArray.forEach(id => {
i++;
- Mods[`mod${i}`] = [`Module Type: ${v[`repeating_armor_${id}_module-form`]}. Cooldown: ${v[`repeating_armor_${id}_module-cooldown`]}.\n
- Cost: ${v[`repeating_armor_${id}_module-cost`]}. TTT: ${v[`repeating_armor_${id}_module-turn-to-turn`]}.\n
+ Mods[`mod${i}`] = [`Cost: ${v[`repeating_armor_${id}_module-cost`]}. \n
Effect: ${v[`repeating_armor_${id}_module-effect`]}.`];
Mods['armor-totalttt'] += parseInt(v[`repeating_armor_${id}_module-turn-to-turn`]);
Mods[`modmax${i}`] = v[`repeating_armor_${id}_module-cooldown`];
@@ -2014,7 +2064,7 @@ Vitalize=function()
vital.blockedHits = 0;
vital.guardWarningC = "";
vital.guardWarningW = "";
- vital.Char_Manna = value.Char_Manna_Training + 100 + value.Char_Level;
+ vital.Char_Manna = 100 + parseInt(value.Char_Manna_Training) + parseInt(value.Char_Level);
vital.Char_Life_Force = 100 + value.Char_Level + (value.char_constitution * 10);
vital.Disruption = value.Char_Level + dis + (value.char_constitution + value.char_resistance) * 5;
vital.Pain = value.Char_Level + (value.char_constitution + value.char_discipline) * 10;
@@ -2238,19 +2288,19 @@ Defensive_Module=function(New, Mlevel, Atype, Con)
Module.TTT = 2;
Module.CoolD = 0;
Module.Cost = 30;
- Module.effect = `Counter Attack: Base = ${parseInt(Con)*4} `;
+ Module.effect = `Counter Attack: Base=${parseInt(Con)*4} `;
break;
case 4:
Module.TTT = 4;
Module.CoolD = 0;
Module.Cost = 45;
- Module.effect = `Counter Attack: Base = ${parseInt(Con)*6} `;
+ Module.effect = `Counter Attack: Base=${parseInt(Con)*6} `;
break;
case 6:
Module.TTT = 6;
Module.CoolD = 0;
Module.Cost = 60;
- Module.effect = `Counter Attack: Base = ${parseInt(Con)*8} `;
+ Module.effect = `Counter Attack: Base=${parseInt(Con)*8} `;
break;
}
Module.warn = "";
@@ -2666,8 +2716,8 @@ Adjust_Race=function(Race)
Base.Age = 20;
break;
case "Adept" :
- Base.Con = 3;
- Base.Dis = 2;
+ Base.Con = 2;
+ Base.Dis = 3;
Base.Res = 0;
Base.Int = 1;
Base.CA = 15;
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