Commit 30b17b7ed09c9a310c9d7ad3103f57a1bdce91de

Authored by dg
1 parent 0bb1fdd9

fix


git-svn-id: http://svn.net-core.org/repos/t-engine4@5122 51575b47-30f0-44d4-a5cc-537603b46e54
... ... @@ -103,7 +103,7 @@ newEntity{
103 103 rarity = 8,
104 104 cost = 8,
105 105 wielder = {
106   - on_melee_hit={
  106 + on_melee_hit={
107 107 [DamageType.SLIME] = resolvers.mbonus_material(8, 2),
108 108 },
109 109 inc_damage={
... ... @@ -123,7 +123,7 @@ newEntity{
123 123 rarity = 4,
124 124 cost = 8,
125 125 wielder = {
126   - on_melee_hit={
  126 + on_melee_hit={
127 127 [DamageType.MIND] = resolvers.mbonus_material(8, 2),
128 128 [DamageType.DARKNESS] = resolvers.mbonus_material(8, 2),
129 129 },
... ... @@ -143,7 +143,7 @@ newEntity{
143 143 cost = 8,
144 144 combat = {
145 145 melee_project = { [DamageType.LIGHT] = resolvers.mbonus_material(8, 2), },
146   - },
  146 + },
147 147 wielder = {
148 148 combat_mindpower = resolvers.mbonus_material(4, 1),
149 149 combat_mindcrit = resolvers.mbonus_material(4, 1),
... ... @@ -180,7 +180,7 @@ newEntity{
180 180 hate_per_kill = resolvers.mbonus_material(4, 1),
181 181 psi_per_kill = resolvers.mbonus_material(4, 1),
182 182 },
183   -
  183 +
184 184 charm_power = resolvers.mbonus_material(80, 20),
185 185 charm_power_def = {add=5, max=10, floor=true},
186 186 resolvers.charm("inflict mind damage; gain psi and hate", 20,
... ... @@ -254,14 +254,14 @@ newEntity{
254 254 [DamageType.NATURE] = resolvers.mbonus_material(8, 2),
255 255 },
256 256 },
257   - resolvers.charm("completes a nature powered mindstar set", 20,
  257 + resolvers.charm("completes a nature powered mindstar set", 20,
258 258 function(self, who, ms_inven)
259   - who:showEquipment("Harmonize with which mindstar?", function(o) return o.subtype == "mindstar" and o.set_list and o ~= self and o.power_source and o.power_source.nature and not o.set_complete end, function(o)
  259 + who:showEquipment("Harmonize with which mindstar?", function(o) return o.subtype == "mindstar" and o.set_list and o ~= self and o.power_source and o.power_source.nature and not o.set_complete end, function(o)
260 260 -- remove any existing set properties
261 261 self.define_as =nil
262 262 self.set_list = nil
263 263 self.on_set_complete = nil
264   -
  264 +
265 265 -- define the mindstar so it matches the set list of the target mindstar
266 266 self.define_as = o.set_list[1][2]
267 267 -- then set the mindstar's set list as the definition of the target mindstar
... ... @@ -299,14 +299,14 @@ newEntity{
299 299 [DamageType.MIND] = resolvers.mbonus_material(8, 2),
300 300 },
301 301 },
302   - resolvers.charm("completes a nature powered mindstar set", 20,
  302 + resolvers.charm("completes a psionic powered mindstar set", 20,
303 303 function(self, who, ms_inven)
304   - who:showEquipment("Resonate with which mindstar?", function(o) return o.subtype == "mindstar" and o.set_list and o ~= self and o.power_source and o.power_source.psionic and not o.set_complete end, function(o)
  304 + who:showEquipment("Resonate with which mindstar?", function(o) return o.subtype == "mindstar" and o.set_list and o ~= self and o.power_source and o.power_source.psionic and not o.set_complete end, function(o)
305 305 -- remove any existing set properties
306 306 self.define_as =nil
307 307 self.set_list = nil
308 308 self.on_set_complete = nil
309   -
  309 +
310 310 -- define the mindstar so it matches the set list of the target mindstar
311 311 self.define_as = o.set_list[1][2]
312 312 -- then set the mindstar's set list as the definition of the target mindstar
... ... @@ -333,13 +333,13 @@ newEntity{
333 333 rarity = 40,
334 334 cost = 40,
335 335 wielder = {
336   - inc_damage = {
  336 + inc_damage = {
337 337 [DamageType.FIRE] = resolvers.mbonus_material(10, 5),
338 338 [DamageType.ACID] = resolvers.mbonus_material(10, 5),
339 339 [DamageType.COLD] = resolvers.mbonus_material(10, 5),
340 340 [DamageType.PHYSICAL] = resolvers.mbonus_material(10, 5),
341 341 },
342   - resists_pen = {
  342 + resists_pen = {
343 343 [DamageType.FIRE] = resolvers.mbonus_material(8, 2),
344 344 [DamageType.ACID] = resolvers.mbonus_material(8, 2),
345 345 [DamageType.COLD] = resolvers.mbonus_material(8, 2),
... ... @@ -389,7 +389,7 @@ newEntity{
389 389 rarity = 35,
390 390 cost = 40,
391 391 wielder = {
392   - on_melee_hit={
  392 + on_melee_hit={
393 393 [DamageType.PHYSICAL] = resolvers.mbonus_material(8, 2),
394 394 [DamageType.COLD] = resolvers.mbonus_material(8, 2),
395 395 [DamageType.FIRE] = resolvers.mbonus_material(8, 2),
... ... @@ -411,7 +411,7 @@ newEntity{
411 411 on_set_broken = function(self, who)
412 412 game.logPlayer(who, "#SLATE#The link between the mindstars is broken.")
413 413 end,
414   - resolvers.charm("call the drake in an elemental mindstar", 20,
  414 + resolvers.charm("call the drake in an elemental mindstar", 20,
415 415 function(self, who, ms_inven)
416 416 who:showEquipment("Call the drake in which mindstar?", function(o) return o.subtype == "mindstar" and o.is_drake_star and not o.set_list end, function(o)
417 417 -- remove any existing sets from the mindstar
... ... @@ -419,11 +419,11 @@ newEntity{
419 419 o.on_set_complete = nil
420 420 o.on_set_broken = nil
421 421 o.define_as = nil
422   -
  422 +
423 423 -- create the set list
424 424 o.define_as = "MS_EGO_SET_DRAKE_STAR"
425 425 o.set_list = { {"define_as", "MS_EGO_SET_WYRM"} }
426   -
  426 +
427 427 -- define on_set_complete based on keywords
428 428 if o.keywords.flames then
429 429 o.on_set_complete = function(self, who)
... ... @@ -442,8 +442,8 @@ newEntity{
442 442 elseif o.keywords.storms then
443 443 o.on_set_complete = function(self, who)
444 444 local Stats = require "engine.interface.ActorStats"
445   -
446   - self:specialSetAdd({"wielder","inc_stats"}, {
  445 +
  446 + self:specialSetAdd({"wielder","inc_stats"}, {
447 447 [Stats.STAT_STR] = self.material_level,
448 448 [Stats.STAT_DEX] = self.material_level,
449 449 [Stats.STAT_CON] = self.material_level,
... ... @@ -453,7 +453,7 @@ newEntity{
453 453 })
454 454 end
455 455 end
456   -
  456 +
457 457 -- rewear the wyrm star to trigger set bonuses
458 458 local obj = who:takeoffObject(ms_inven, 1)
459 459 who:wearObject(obj, true, true)
... ... @@ -473,7 +473,7 @@ newEntity{
473 473 rarity = 40,
474 474 cost = 40,
475 475 wielder = {
476   - on_melee_hit={
  476 + on_melee_hit={
477 477 [DamageType.FIRE] = resolvers.mbonus_material(8, 2),
478 478 },
479 479 inc_damage={
... ... @@ -497,7 +497,7 @@ newEntity{
497 497 rarity = 40,
498 498 cost = 40,
499 499 wielder = {
500   - on_melee_hit={
  500 + on_melee_hit={
501 501 [DamageType.COLD] = resolvers.mbonus_material(8, 2),
502 502 },
503 503 inc_damage={
... ... @@ -521,7 +521,7 @@ newEntity{
521 521 rarity = 40,
522 522 cost = 40,
523 523 wielder = {
524   - on_melee_hit={
  524 + on_melee_hit={
525 525 [DamageType.PHYSICAL] = resolvers.mbonus_material(8, 2),
526 526 },
527 527 inc_damage={
... ... @@ -545,7 +545,7 @@ newEntity{
545 545 rarity = 40,
546 546 cost = 40,
547 547 wielder = {
548   - on_melee_hit={
  548 + on_melee_hit={
549 549 [DamageType.LIGHTNING] = resolvers.mbonus_material(8, 2),
550 550 },
551 551 inc_damage={
... ... @@ -625,23 +625,23 @@ newEntity{
625 625 -- Check for free slot first
626 626 if who:getFreeHands() == 0 then
627 627 game.logPlayer(who, "You must have a free hand to divide %s", self.name)
628   - return
  628 + return
629 629 end
630 630
631 631 if who:getInven("PSIONIC_FOCUS") and who:getInven("PSIONIC_FOCUS")[1] == self then
632 632 game.logPlayer(who, "You cannot split %s while using it as a psionic focus.", self.name)
633 633 return
634 634 end
635   -
  635 +
636 636 local o = self
637   -
  637 +
638 638 -- Remove some properties before cloning
639 639 o.cost = self.cost / 2 -- more don't split for extra gold discouragement
640 640 o.max_power = nil
641 641 o.power_regen = nil
642 642 o.use_power = nil
643 643 local o2 = o:clone()
644   -
  644 +
645 645 -- Build the item set
646 646 o.define_as = "MS_EGO_SET_MITOTIC_ACID"
647 647 o2.define_as = "MS_EGO_SET_MITOTIC_SLIME"
... ... @@ -655,14 +655,14 @@ newEntity{
655 655 o.on_set_broken = function(self, who)
656 656 game.logPlayer(who, "#SLATE#The link between the mindstars is broken.")
657 657 end
658   -
  658 +
659 659 o2.on_set_complete = function(self, who)
660 660 self:specialWearAdd({"combat","burst_on_crit"}, { [engine.DamageType.SLIME] = 10 * self.material_level } )
661 661 end
662   -
  662 +
663 663 -- Wearing the second mindstar will complete the set and thus update the first mindstar
664 664 who:wearObject(o2, true, true)
665   -
  665 +
666 666 -- Because we're removing the use_power we're not returning that it was used; instead we'll have the actor use energy manually
667 667 who:useEnergy()
668 668 end
... ...