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Commit 7d374ce5 authored by dg's avatar dg
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plop

git-svn-id: http://svn.net-core.org/repos/t-engine4@4132 51575b47-30f0-44d4-a5cc-537603b46e54
parent ea4685c3
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......@@ -75,6 +75,7 @@ newTalent{
points = 5,
proj_speed = 3,
range = 6,
cooldown = 30,
tactical = { BUFF = 2 },
sustain_negative = 10,
sustain_positive = 10,
......
......@@ -23,10 +23,10 @@ function resolvers.equip(t)
end
--- Actually resolve the equipment creation
function resolvers.calc.equip(t, e)
print("Equipment resolver for", e.name)
-- print("Equipment resolver for", e.name)
-- Iterate of object requests, try to create them and equip them
for i, filter in ipairs(t[1]) do
print("Equipment resolver", e.name, filter.type, filter.subtype, filter.defined)
-- print("Equipment resolver", e.name, filter.type, filter.subtype, filter.defined)
local o
if not filter.defined then
o = game.zone:makeEntity(game.level, "object", filter, nil, true)
......@@ -35,12 +35,12 @@ function resolvers.calc.equip(t, e)
o, forced = game.zone:makeEntityByName(game.level, "object", filter.defined, filter.random_art_replace and true or false)
-- If we forced the generation this means it was already found
if forced then
print("Serving unique "..o.name.." but forcing replacement drop")
-- print("Serving unique "..o.name.." but forcing replacement drop")
filter.random_art_replace.chance = 100
end
end
if o then
print("Zone made us an equipment according to filter!", o:getName())
-- print("Zone made us an equipment according to filter!", o:getName())
-- curse (done here to ensure object attributes get applied correctly)
if e:knowTalent(e.T_CURSED_TOUCH) and not o.cursed_touch then
......@@ -50,7 +50,7 @@ function resolvers.calc.equip(t, e)
-- Auto alloc some stats to be able to wear it
if filter.autoreq and rawget(o, "require") and rawget(o, "require").stat then
print("Autorequire stats")
-- print("Autorequire stats")
for s, v in pairs(rawget(o, "require").stat) do
print(s,v)
if e:getStat(s) < v then
......@@ -86,7 +86,7 @@ end
function resolvers.calc.inventory(t, e)
-- Iterate of object requests, try to create them and equip them
for i, filter in ipairs(t[1]) do
print("Inventory resolver", e.name, filter.type, filter.subtype)
-- print("Inventory resolver", e.name, filter.type, filter.subtype)
local o
if not filter.defined then
o = game.zone:makeEntity(game.level, "object", filter, nil, true)
......@@ -94,7 +94,7 @@ function resolvers.calc.inventory(t, e)
o = game.zone:makeEntityByName(game.level, "object", filter.defined)
end
if o then
print("Zone made us an inventory according to filter!", o:getName())
-- print("Zone made us an inventory according to filter!", o:getName())
e:addObject(t[1].inven and e:getInven(t[1].inven) or e.INVEN_INVEN, o)
game.zone:addEntity(game.level, o, "object")
......@@ -126,7 +126,7 @@ function resolvers.calc.drops(t, e)
filter.not_properties[#filter.not_properties+1] = "lore"
end
print("Drops resolver", e.name, filter.type, filter.subtype, filter.defined)
-- print("Drops resolver", e.name, filter.type, filter.subtype, filter.defined)
local o
if not filter.defined then
o = game.zone:makeEntity(game.level, "object", filter, nil, true)
......@@ -135,12 +135,12 @@ function resolvers.calc.drops(t, e)
o, forced = game.zone:makeEntityByName(game.level, "object", filter.defined, filter.random_art_replace and true or false)
-- If we forced the generation this means it was already found
if forced then
print("Serving unique "..o.name.." but forcing replacement drop")
-- print("Serving unique "..o.name.." but forcing replacement drop")
filter.random_art_replace.chance = 100
end
end
if o then
print("Zone made us a drop according to filter!", o:getName())
-- print("Zone made us a drop according to filter!", o:getName())
e:addObject(e.INVEN_INVEN, o)
game.zone:addEntity(game.level, o, "object")
......@@ -164,7 +164,7 @@ function resolvers.calc.drop_randart(t, e)
t = t[1]
local filter = t.filter
print("Randart Drops resolver")
-- print("Randart Drops resolver")
local base = nil
if filter then
if not filter.defined then
......@@ -176,7 +176,7 @@ function resolvers.calc.drop_randart(t, e)
local o = game.state:generateRandart(false, base, resolvers.current_level)
if o then
print("Zone made us a randart drop according to filter!", o:getName{force_id=true})
-- print("Zone made us a randart drop according to filter!", o:getName{force_id=true})
e:addObject(e.INVEN_INVEN, o)
game.zone:addEntity(game.level, o, "object")
......
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