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Lisa Greene
Tales of MajEyal
Commits
3fa3311b
Commit
3fa3311b
authored
4 years ago
by
DarkGod
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metor desync no more
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game/modules/tome/data/talents/misc/npcs.lua
+39
-41
39 additions, 41 deletions
game/modules/tome/data/talents/misc/npcs.lua
with
39 additions
and
41 deletions
game/modules/tome/data/talents/misc/npcs.lua
+
39
−
41
View file @
3fa3311b
...
...
@@ -2010,50 +2010,48 @@ newTalent{
t
.
terrains
=
terrains
-- cache
local
meteor
=
function
(
src
,
x
,
y
,
dam
)
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
10
,
"meteor"
,
{
x
=
x
,
y
=
y
}).
on_remove
=
function
(
self
)
local
x
,
y
=
self
.
args
.
x
,
self
.
args
.
y
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
10
,
"fireflash"
,
{
radius
=
2
})
game
:
playSoundNear
(
game
.
player
,
"talents/fireflash"
)
local
grids
=
{}
for
i
=
x
-
1
,
x
+
1
do
for
j
=
y
-
1
,
y
+
1
do
local
oe
=
game
.
level
.
map
(
i
,
j
,
Map
.
TERRAIN
)
if
oe
and
not
oe
:
attr
(
"temporary"
)
and
(
core
.
fov
.
distance
(
x
,
y
,
i
,
j
)
<
1
or
rng
.
percent
(
40
))
and
(
game
.
level
.
map
:
checkEntity
(
i
,
j
,
engine
.
Map
.
TERRAIN
,
"dig"
)
or
game
.
level
.
map
:
checkEntity
(
i
,
j
,
engine
.
Map
.
TERRAIN
,
"grow"
))
then
local
g
=
terrains
.
LAVA_FLOOR
:
clone
()
g
:
resolve
()
g
:
resolve
(
nil
,
true
)
game
.
zone
:
addEntity
(
game
.
level
,
g
,
"terrain"
,
i
,
j
)
grids
[
#
grids
+
1
]
=
{
x
=
i
,
y
=
j
,
oe
=
oe
}
end
end
end
for
i
=
x
-
1
,
x
+
1
do
for
j
=
y
-
1
,
y
+
1
do
game
.
nicer_tiles
:
updateAround
(
game
.
level
,
i
,
j
)
end
end
for
_
,
spot
in
ipairs
(
grids
)
do
local
i
,
j
=
spot
.
x
,
spot
.
y
local
g
=
game
.
level
.
map
(
i
,
j
,
Map
.
TERRAIN
)
g
.
temporary
=
8
g
.
x
=
i
g
.
y
=
j
g
.
canAct
=
false
g
.
energy
=
{
value
=
0
,
mod
=
1
}
g
.
old_feat
=
spot
.
oe
g
.
useEnergy
=
mod
.
class
.
Trap
.
useEnergy
g
.
act
=
function
(
self
)
self
:
useEnergy
()
self
.
temporary
=
self
.
temporary
-
1
if
self
.
temporary
<=
0
then
game
.
level
.
map
(
self
.
x
,
self
.
y
,
engine
.
Map
.
TERRAIN
,
self
.
old_feat
)
game
.
level
:
removeEntity
(
self
)
game
.
nicer_tiles
:
updateAround
(
game
.
level
,
self
.
x
,
self
.
y
)
end
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
10
,
"meteor"
,
{
x
=
x
,
y
=
y
})
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
10
,
"fireflash"
,
{
radius
=
2
})
game
:
playSoundNear
(
game
.
player
,
"talents/fireflash"
)
local
grids
=
{}
for
i
=
x
-
1
,
x
+
1
do
for
j
=
y
-
1
,
y
+
1
do
local
oe
=
game
.
level
.
map
(
i
,
j
,
Map
.
TERRAIN
)
if
oe
and
not
oe
:
attr
(
"temporary"
)
and
(
core
.
fov
.
distance
(
x
,
y
,
i
,
j
)
<
1
or
rng
.
percent
(
40
))
and
(
game
.
level
.
map
:
checkEntity
(
i
,
j
,
engine
.
Map
.
TERRAIN
,
"dig"
)
or
game
.
level
.
map
:
checkEntity
(
i
,
j
,
engine
.
Map
.
TERRAIN
,
"grow"
))
then
local
g
=
terrains
.
LAVA_FLOOR
:
clone
()
g
:
resolve
()
g
:
resolve
(
nil
,
true
)
game
.
zone
:
addEntity
(
game
.
level
,
g
,
"terrain"
,
i
,
j
)
grids
[
#
grids
+
1
]
=
{
x
=
i
,
y
=
j
,
oe
=
oe
}
end
end
end
for
i
=
x
-
1
,
x
+
1
do
for
j
=
y
-
1
,
y
+
1
do
game
.
nicer_tiles
:
updateAround
(
game
.
level
,
i
,
j
)
end
end
for
_
,
spot
in
ipairs
(
grids
)
do
local
i
,
j
=
spot
.
x
,
spot
.
y
local
g
=
game
.
level
.
map
(
i
,
j
,
Map
.
TERRAIN
)
g
.
temporary
=
8
g
.
x
=
i
g
.
y
=
j
g
.
canAct
=
false
g
.
energy
=
{
value
=
0
,
mod
=
1
}
g
.
old_feat
=
spot
.
oe
g
.
useEnergy
=
mod
.
class
.
Trap
.
useEnergy
g
.
act
=
function
(
self
)
self
:
useEnergy
()
self
.
temporary
=
self
.
temporary
-
1
if
self
.
temporary
<=
0
then
game
.
level
.
map
(
self
.
x
,
self
.
y
,
engine
.
Map
.
TERRAIN
,
self
.
old_feat
)
game
.
level
:
removeEntity
(
self
)
game
.
nicer_tiles
:
updateAround
(
game
.
level
,
self
.
x
,
self
.
y
)
end
game
.
level
:
addEntity
(
g
)
end
src
:
project
({
type
=
"ball"
,
radius
=
2
,
selffire
=
false
},
x
,
y
,
engine
.
DamageType
.
METEOR
,
dam
)
if
core
.
shader
.
allow
(
"distort"
)
then
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
2
,
"shockwave"
,
{
radius
=
2
})
end
game
:
getPlayer
(
true
):
attr
(
"meteoric_crash"
,
1
)
game
.
level
:
addEntity
(
g
)
end
src
:
project
({
type
=
"ball"
,
radius
=
2
,
selffire
=
false
},
x
,
y
,
engine
.
DamageType
.
METEOR
,
dam
)
if
core
.
shader
.
allow
(
"distort"
)
then
game
.
level
.
map
:
particleEmitter
(
x
,
y
,
2
,
"shockwave"
,
{
radius
=
2
})
end
game
:
getPlayer
(
true
):
attr
(
"meteoric_crash"
,
1
)
end
local
grids
=
{}
...
...
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