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Commit 022ee3c5 authored by dg's avatar dg
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Fix dreadmaster disperse magic

git-svn-id: http://svn.net-core.org/repos/t-engine4@1871 51575b47-30f0-44d4-a5cc-537603b46e54
parent 6bff1a9b
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......@@ -206,7 +206,7 @@ end
-- @param typ the targeting parameters
function _M:targetGetForPlayer(typ)
if self.target.forced then return unpack(self.target.forced) end
if coroutine.running() then
if coroutine.running() and typ then
local msg
if type(typ) == "string" then msg, typ = typ, nil
elseif type(typ) == "table" then
......
......@@ -85,13 +85,13 @@ newEntity{ base = "BASE_NPC_GHOST",
summon = {{type="undead", subtype="ghost", name="dead", number=3, hasxp=false}, },
resolvers.talents{
-- [Talents.T_SUMMON]=1,
-- [Talents.T_PHASE_DOOR]=2,
-- [Talents.T_BLUR_SIGHT]=4,
[Talents.T_SUMMON]=1,
[Talents.T_PHASE_DOOR]=2,
[Talents.T_BLUR_SIGHT]=4,
[Talents.T_DISPERSE_MAGIC]=3,
-- [Talents.T_SILENCE]=2,
-- [Talents.T_MIND_DISRUPTION]=3,
-- [Talents.T_BURNING_HEX]=5,
[Talents.T_SILENCE]=2,
[Talents.T_MIND_DISRUPTION]=3,
[Talents.T_BURNING_HEX]=5,
},
}
......
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
local nb = 12
local dir
local radius = radius or 6
return { generator = function()
local sradius = (radius + 0.5) * (engine.Map.tile_w + engine.Map.tile_h) / 2
local ad = rng.float(0, 360)
local a = math.rad(ad)
local r = 0
local x = r * math.cos(a)
local y = r * math.sin(a)
local static = rng.percent(40)
local vel = sradius * ((24 - nb * 1.4) / 24) / 12
return {
trail = 1,
life = 12,
size = 12 - (12 - nb) * 0.7, sizev = 0, sizea = 0,
x = x, xv = 0, xa = 0,
y = y, yv = 0, ya = 0,
dir = a, dirv = 0, dira = 0,
vel = rng.float(vel * 0.6, vel * 1.2), velv = 0, vela = 0,
r = rng.range(220, 255)/255, rv = 0, ra = 0,
g = rng.range(200, 230)/255, gv = 0, ga = 0,
b = 0, bv = 0, ba = 0,
a = rng.range(25, 220)/255, av = 0, aa = 0,
}
end, },
function(self)
if nb > 0 then
local i = math.min(nb, 6)
i = (i * i) * radius
self.ps:emit(i)
nb = nb - 1
end
end,
30*radius*7*12,
"particle_cloud"
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