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Commit 79e2d967 authored by dg's avatar dg
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Fixes the terrain cloning issue with Rune of the Rift and Time Skip.

Also adjusted wormhole entrance range.


git-svn-id: http://svn.net-core.org/repos/t-engine4@3241 51575b47-30f0-44d4-a5cc-537603b46e54
parent 1b0e6a5d
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......@@ -181,7 +181,7 @@ newTalent{
no_npc_use = true,
no_energy = true,
action = function(self, t)
local tg = {type="bolt", nowarning=true, range=self:getTalentRange(t), nolock=true, talent=t}
local tg = {type="bolt", nowarning=true, range=1, nolock=true, talent=t}
local entrance_x, entrance_y = self:getTarget(tg)
if not entrance_x or not entrance_y then return nil end
local _ _, entrance_x, entrance_y = self:canProject(tg, entrance_x, entrance_y)
......@@ -287,7 +287,7 @@ newTalent{
info = function(self, t)
local duration = t.getDuration(self, t)
local radius = self:getTalentRadius(t)
return ([[You fold the space between two points, allowing travel back and forth between them for the next %d turns. You may choose the entrance location but the exit location will be random.
return ([[You fold the space between yourself and another point, allowing travel back and forth between them for the next %d turns.
At level 4 you may choose the exit location target area (radius %d). The duration will scale with your Paradox.
This spell takes no time to cast.]])
:format(duration, radius)
......
......@@ -117,7 +117,7 @@ newTalent{
target.forceLevelup = false
-- Create an object to time the effect and store the creature
-- First, clone the terrain that we are replacing
local terrain = game.level.map(game.player.x, game.player.y, engine.Map.TERRAIN)
local terrain = game.level.map(target.x, target.y, engine.Map.TERRAIN)
local temporal_instability = mod.class.Object.new{
old_feat = game.level.map(target.x, target.y, engine.Map.TERRAIN),
name = "temporal instability", type="temporal", subtype="anomaly",
......
......@@ -692,7 +692,7 @@ newInscription{
target.forceLevelup = false
-- Create an object to time the effect and store the creature
-- First, clone the terrain that we are replacing
local terrain = game.level.map(game.player.x, game.player.y, engine.Map.TERRAIN)
local terrain = game.level.map(target.x, target.y, engine.Map.TERRAIN)
local temporal_instability = mod.class.Object.new{
old_feat = game.level.map(target.x, target.y, engine.Map.TERRAIN),
name = "temporal instability", type="temporal", subtype="anomaly",
......
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