Skip to content
GitLab
Explore
Sign in
Primary navigation
Search or go to…
Project
Tales of MajEyal
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Model registry
Operate
Environments
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
K'van
Tales of MajEyal
Commits
7d374ce5
Commit
7d374ce5
authored
13 years ago
by
dg
Browse files
Options
Downloads
Patches
Plain Diff
plop
git-svn-id:
http://svn.net-core.org/repos/t-engine4@4132
51575b47-30f0-44d4-a5cc-537603b46e54
parent
ea4685c3
No related branches found
Branches containing commit
No related tags found
Tags containing commit
No related merge requests found
Changes
2
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
game/modules/tome/data/talents/celestial/eclipse.lua
+1
-0
1 addition, 0 deletions
game/modules/tome/data/talents/celestial/eclipse.lua
game/modules/tome/resolvers.lua
+12
-12
12 additions, 12 deletions
game/modules/tome/resolvers.lua
with
13 additions
and
12 deletions
game/modules/tome/data/talents/celestial/eclipse.lua
+
1
−
0
View file @
7d374ce5
...
...
@@ -75,6 +75,7 @@ newTalent{
points
=
5
,
proj_speed
=
3
,
range
=
6
,
cooldown
=
30
,
tactical
=
{
BUFF
=
2
},
sustain_negative
=
10
,
sustain_positive
=
10
,
...
...
This diff is collapsed.
Click to expand it.
game/modules/tome/resolvers.lua
+
12
−
12
View file @
7d374ce5
...
...
@@ -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"
)
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment