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Commit 35d17be7 authored by DarkGod's avatar DarkGod
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fix

parent 0d1323f8
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......@@ -1703,7 +1703,16 @@ function _M:applyRandomClass(b, data, instant)
-- Add starting equipment
local apply_resolvers = function(k, resolver)
if type(resolver) == "table" and resolver.__resolver and resolver.__resolver == "equip" then
if type(resolver) == "table" and resolver.__resolver and resolver.__resolver == "equip" and not data.forbid_equip then
resolver[1].id = nil
-- Make sure we equip some nifty stuff instead of player's starting iron stuff
for i, d in ipairs(resolver[1]) do
d.name = nil
d.ego_chance = nil
d.tome_drops = data.loot_quality or "boss"
d.force_drop = (data.drop_equipment == nil) and true or data.drop_equipment
end
b[#b+1] = resolver
elseif k == "innate_alchemy_golem" then
b.innate_alchemy_golem = true
elseif k == "birth_create_alchemist_golem" then
......
......@@ -436,12 +436,14 @@ function _M:addedToLevel(level, x, y)
self:learnTalent(tid, true, lev)
end
if not self.randboss and self.rank >= 3.5 then
local data = {auto_sustain=true}
if self.rank == 3.5 then data = {auto_sustain=true, nb_classes=1}
elseif self.rank == 4 then data = {auto_sustain=true, nb_classes=1}
elseif self.rank == 5 then data = {auto_sustain=true, nb_classes=2}
elseif self.rank >= 10 then data = {auto_sustain=true, nb_classes=3}
local data = {}
if self.rank == 3.5 then data = {nb_classes=1}
elseif self.rank == 4 then data = {nb_classes=1}
elseif self.rank == 5 then data = {nb_classes=2}
elseif self.rank >= 10 then data = {nb_classes=3}
end
data.auto_sustain = true
data.forbid_equip = true
game.state:applyRandomClass(self, data, true)
end
self:attr("difficulty_boosted", 1)
......@@ -451,12 +453,14 @@ function _M:addedToLevel(level, x, y)
self:learnTalent(tid, true, math.ceil(lev * 1.7))
end
if not self.randboss and self.rank >= 3.5 then
local data = {auto_sustain=true}
if self.rank == 3.5 then data = {auto_sustain=true, nb_classes=1}
elseif self.rank == 4 then data = {auto_sustain=true, nb_classes=2}
elseif self.rank == 5 then data = {auto_sustain=true, nb_classes=3}
elseif self.rank >= 10 then data = {auto_sustain=true, nb_classes=5}
local data = {}
if self.rank == 3.5 then data = {nb_classes=1}
elseif self.rank == 4 then data = {nb_classes=2}
elseif self.rank == 5 then data = {nb_classes=3}
elseif self.rank >= 10 then data = {nb_classes=5}
end
data.auto_sustain = true
data.forbid_equip = true
game.state:applyRandomClass(self, data, true)
end
local lifeadd = self.max_life * self:getRankLifeAdjust(1) * self.level / 65 / 1.5
......
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