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Lisa Greene
Tales of MajEyal
Commits
08c87cfc
Commit
08c87cfc
authored
11 years ago
by
DarkGod
Browse files
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Plain Diff
When disarmed the weapon will disappear from the character doll
parent
66970965
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Changes
2
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2 changed files
game/modules/tome/class/Actor.lua
+15
-11
15 additions, 11 deletions
game/modules/tome/class/Actor.lua
game/modules/tome/dialogs/CharacterSheet.lua
+2
-2
2 additions, 2 deletions
game/modules/tome/dialogs/CharacterSheet.lua
with
17 additions
and
13 deletions
game/modules/tome/class/Actor.lua
+
15
−
11
View file @
08c87cfc
...
...
@@ -470,7 +470,7 @@ function _M:actBase()
self
:
timedEffects
()
-- Handle thunderstorm, even if the actor is stunned or incapacitated it still works
if
not
game
.
zone
.
wilderness
then
if
not
game
.
zone
.
wilderness
and
not
self
.
dead
then
if
self
:
isTalentActive
(
self
.
T_THUNDERSTORM
)
then
local
t
=
self
:
getTalentFromId
(
self
.
T_THUNDERSTORM
)
t
.
do_storm
(
self
,
t
)
...
...
@@ -2673,6 +2673,8 @@ function _M:onTemporaryValueChange(prop, v, base)
self
:
recomputeGlobalSpeed
()
elseif
base
==
self
.
talents_types_mastery
then
self
:
updateTalentTypeMastery
(
prop
)
elseif
prop
==
"disarmed"
then
self
:
updateModdableTile
()
end
end
...
...
@@ -2751,17 +2753,19 @@ function _M:updateModdableTile()
i
=
self
.
inven
[
self
.
INVEN_HEAD
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
i
=
self
.
inven
[
self
.
INVEN_HANDS
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
i
=
self
.
inven
[
self
.
INVEN_CLOAK
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile_hood
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
):
format
(
"hood"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
i
=
self
.
inven
[
self
.
INVEN_MAINHAND
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
):
format
(
"right"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
if
i
[
1
].
moddable_tile_particle
then
add
[
#
add
].
particle
=
i
[
1
].
moddable_tile_particle
[
1
]
add
[
#
add
].
particle_args
=
i
[
1
].
moddable_tile_particle
[
2
]
if
not
self
:
attr
(
"disarmed"
)
then
i
=
self
.
inven
[
self
.
INVEN_MAINHAND
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
):
format
(
"right"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
if
i
[
1
].
moddable_tile_particle
then
add
[
#
add
].
particle
=
i
[
1
].
moddable_tile_particle
[
1
]
add
[
#
add
].
particle_args
=
i
[
1
].
moddable_tile_particle
[
2
]
end
if
i
[
1
].
moddable_tile_ornament
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile_ornament
):
format
(
"right"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
end
i
=
self
.
inven
[
self
.
INVEN_OFFHAND
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
):
format
(
"left"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
if
i
[
1
].
moddable_tile_ornament
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile_ornament
):
format
(
"left"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
end
if
i
[
1
].
moddable_tile_ornament
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile_ornament
):
format
(
"right"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
end
i
=
self
.
inven
[
self
.
INVEN_OFFHAND
];
if
i
and
i
[
1
]
and
i
[
1
].
moddable_tile
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile
):
format
(
"left"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
if
i
[
1
].
moddable_tile_ornament
then
add
[
#
add
+
1
]
=
{
image
=
base
..
(
i
[
1
].
moddable_tile_ornament
):
format
(
"left"
)
..
".png"
,
display_y
=
i
[
1
].
moddable_tile_big
and
-
1
or
0
,
display_h
=
i
[
1
].
moddable_tile_big
and
2
or
1
}
end
end
if
self
.
moddable_tile_ornament
and
self
.
moddable_tile_ornament
[
self
.
female
and
"female"
or
"male"
]
then
add
[
#
add
+
1
]
=
{
image
=
base
..
self
.
moddable_tile_ornament
[
self
.
female
and
"female"
or
"male"
]
..
".png"
}
end
...
...
This diff is collapsed.
Click to expand it.
game/modules/tome/dialogs/CharacterSheet.lua
+
2
−
2
View file @
08c87cfc
...
...
@@ -553,7 +553,7 @@ function _M:drawDialog(kind, actor_to_compare)
w
=
0
local
mainhand
=
player
:
getInven
(
player
.
INVEN_MAINHAND
)
if
mainhand
and
(
#
mainhand
>
0
)
then
if
mainhand
and
(
#
mainhand
>
0
)
and
not
player
:
attr
(
"disarmed"
)
then
local
WeaponTxt
=
"#LIGHT_BLUE#Main Hand"
if
player
:
hasTwoHandedWeapon
()
then
WeaponTxt
=
WeaponTxt
..
"(2-handed)"
...
...
@@ -616,7 +616,7 @@ function _M:drawDialog(kind, actor_to_compare)
dam
=
(
player
:
getInven
(
"QUIVER"
)
and
player
:
getInven
(
"QUIVER"
)[
1
]
and
player
:
getInven
(
"QUIVER"
)[
1
].
combat
)
end
if
mean
and
dam
then
s
:
drawColorStringBlended
(
self
.
font
,
"#LIGHT_BLUE#Off Hand:"
,
w
,
h
,
255
,
255
,
255
,
true
)
h
=
h
+
self
.
font_h
s
:
drawColorStringBlended
(
self
.
font
,
"#LIGHT_BLUE#Off Hand:"
..
(
player
:
attr
(
"disarmed"
)
and
" (disabled)"
or
""
)
,
w
,
h
,
255
,
255
,
255
,
true
)
h
=
h
+
self
.
font_h
text
=
compare_fields
(
player
,
actor_to_compare
,
function
(
actor
,
...
)
return
math.floor
(
actor
:
combatAttack
(
...
))
end
,
"%3d"
,
"%+.0f"
,
1
,
false
,
false
,
mean
)
dur_text
=
(
"%d"
):
format
(
math.floor
(
player
:
combatAttack
(
o
.
combat
)
/
5
))
self
:
mouseTooltip
(
self
.
TOOLTIP_COMBAT_ATTACK
,
s
:
drawColorStringBlended
(
self
.
font
,
(
"Accuracy : #00ff00#%s"
):
format
(
text
),
w
,
h
,
255
,
255
,
255
,
true
))
h
=
h
+
self
.
font_h
...
...
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