diff --git a/game/modules/tome/class/GameState.lua b/game/modules/tome/class/GameState.lua index c42a868b2d174ecc30b7960b9dd98b9aec8a022b..ac022870779f293f5432800e7e3db3dc7d074881 100644 --- a/game/modules/tome/class/GameState.lua +++ b/game/modules/tome/class/GameState.lua @@ -250,15 +250,15 @@ function _M:generateRandart(data) } local themes = {} if data.force_themes then - for i, v in ipairs(data.force_themes) do - table.removeFromList(allthemes, v) + for i, v in ipairs(data.force_themes) do + table.removeFromList(allthemes, v) themes[v] = true if v == 'antimagic' then table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal') end if v == 'spell' or v == 'arcane' or v == 'blight' or v == 'temporal' then table.removeFromList(allthemes, 'antimagic') end end end - for i = #themes + 1, (data.nb_themes or 2) do - if #allthemes == 0 then break end + for i = #themes + 1, (data.nb_themes or 2) do + if #allthemes == 0 then break end local v = rng.tableRemove(allthemes) themes[v] = true if v == 'antimagic' then table.removeFromList(allthemes, 'spell', 'arcane', 'blight', 'temporal') end @@ -1136,6 +1136,7 @@ function _M:entityFilterPost(zone, level, type, e, filter) elseif filter.random_elite and not e.unique then if _G.type(filter.random_elite) == "boolean" then filter.random_elite = {} else filter.random_elite = table.clone(filter.random_elite, true) end + local lev = filter.random_elite.level or zone:level_adjust_level(level, zone, type) local base = { nb_classes=1, rank=3.2, ai = "tactical", @@ -1145,6 +1146,7 @@ function _M:entityFilterPost(zone, level, type, e, filter) drop_equipment = false, no_loot_randart = true, resources_boost = 1.5, + talent_cds_factor = (lev <= 10) and 3 or ((lev <= 20) and 2 or nil), class_filter = function(c) if e.power_source then for ps, _ in pairs(e.power_source) do if c.power_source and c.power_source[ps] then return true end end @@ -1156,7 +1158,7 @@ function _M:entityFilterPost(zone, level, type, e, filter) end return true end, - level = filter.random_elite.level or zone:level_adjust_level(level, zone, type), + level = lev, nb_rares = filter.random_elite.nb_rares or 1, check_talents_level = true, post = function(b, data) @@ -1731,6 +1733,7 @@ function _M:createRandomBoss(base, data) b.rnd_boss_on_added_to_level = b.on_added_to_level b._rndboss_resources_boost = data.resources_boost + b._rndboss_talent_cds = data.talent_cds_factor b.on_added_to_level = function(self, ...) self:check("birth_create_alchemist_golem") for tid, lev in pairs(self.learn_tids) do @@ -1743,6 +1746,18 @@ function _M:createRandomBoss(base, data) self.learn_tids = nil self.on_added_to_level = nil + -- Increase talent cds + if self._rndboss_talent_cds then + local fact = self._rndboss_talent_cds + for tid, _ in pairs(self.talents) do + local t = self:getTalentFromId(tid) + if t.mode ~= "passive" then + local bcd = self:getTalentCooldown(t) or 0 + self.talent_cd_reduction[tid] = (self.talent_cd_reduction[tid] or 0) - math.ceil(bcd * (fact - 1)) + end + end + end + -- Cheat a bit with ressources self.max_mana = self.max_mana * (self._rndboss_resources_boost or 3) self.mana_regen = self.mana_regen + 1 self.max_vim = self.max_vim * (self._rndboss_resources_boost or 3) self.vim_regen = self.vim_regen + 1 diff --git a/game/modules/tome/data/general/objects/random-artifacts/gloves.lua b/game/modules/tome/data/general/objects/random-artifacts/gloves.lua index 2be89e73db3141f1875863fe0d41f17aa438a028..efece4012da80a878f0b8f7726b377c96b6f51bd 100644 --- a/game/modules/tome/data/general/objects/random-artifacts/gloves.lua +++ b/game/modules/tome/data/general/objects/random-artifacts/gloves.lua @@ -26,233 +26,233 @@ load("/data/general/objects/random-artifacts/generic.lua") -- Weapon Properties ---------------------------------------------------------------- newEntity{ theme={physical=true}, name="damage", points = 1, rarity = 10, level_range = {1, 50}, - wielder.combat = { dam = resolvers.randartmax(1, 20), }, + wielder = { combat = { dam = resolvers.randartmax(1, 20), },}, } newEntity{ theme={physical=true}, name="apr", points = 1, rarity = 10, level_range = {1, 50}, - wielder.combat = { apr = resolvers.randartmax(1, 15), }, + wielder = { combat = { apr = resolvers.randartmax(1, 15), },}, } newEntity{ theme={physical=true}, name="crit", points = 1, rarity = 10, level_range = {1, 50}, - wielder.combat = { physcrit = resolvers.randartmax(1, 15), }, + wielder = { combat = { physcrit = resolvers.randartmax(1, 15), },}, } newEntity{ theme={physical=true, spell=true}, name="phasing", points = 1, rarity = 10, level_range = {1, 50}, - wielder.combat = { phasing = resolvers.randartmax(1, 50), }, + wielder = { combat = { phasing = resolvers.randartmax(1, 50), },}, } ---------------------------------------------------------------- -- Melee damage projection ---------------------------------------------------------------- newEntity{ theme={physical=true}, name="physical melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={mind=true, mental=true}, name="mind melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={acid=true}, name="acid melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={lightning=true}, name="lightning melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={fire=true}, name="fire melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={cold=true}, name="cold melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={light=true}, name="light melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={dark=true}, name="dark melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={blight=true, spell=true}, name="blight melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={nature=true}, name="nature melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={arcane=true, spell=true}, name="arcane melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={temporal=true}, name="temporal melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, },}, } ---------------------------------------------------------------- -- Melee damage Projection (rare) ---------------------------------------------------------------- newEntity{ theme={physical=true}, name="physical gravity melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.GRAVITY] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.GRAVITY] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={acid=true}, name="acid blind melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.ACID_BLIND] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.ACID_BLIND] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={lightning=true}, name="lightning daze melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.LIGHTNING_DAZE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.LIGHTNING_DAZE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={fire=true}, name="burn melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.FIREBURN] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.FIREBURN] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={cold=true}, name="ice melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.ICE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.ICE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={antimagic=true}, name="manaburn melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.MANABURN] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.MANABURN] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={nature=true, antimagic=true}, name="slime melee", points = 1, rarity = 18, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.SLIME] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.SLIME] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={nature=true}, name="insidious poison melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.INSIDIOUS_POISON] = resolvers.randartmax(1, 50), }, }, -- this gets divided by 7 for damage + wielder = { combat = { melee_project = {[DamageType.INSIDIOUS_POISON] = resolvers.randartmax(1, 50), }, },}, -- this gets divided by 7 for damage } newEntity{ theme={temporal=true}, name="wasting melee", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { melee_project = {[DamageType.WASTING] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { melee_project = {[DamageType.WASTING] = resolvers.randartmax(1, 20), }, },}, } ---------------------------------------------------------------- -- Melee damage burst ---------------------------------------------------------------- newEntity{ theme={physical=true}, name="physical burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={mind=true, mental=true}, name="mind burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.MIND] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={acid=true}, name="acid burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.ACID] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={lightning=true}, name="lightning burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={fire=true}, name="fire burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.FIRE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={cold=true}, name="cold burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.COLD] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={light=true}, name="light burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.LIGHT] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={dark=true}, name="dark burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={blight=true}, name="blight burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={nature=true}, name="nature burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.NATURE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={arcane=true}, name="arcane burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.ARCANE] = resolvers.randartmax(1, 20), }, },}, } newEntity{ theme={temporal=true}, name="temporal burst", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_hit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, }, + wielder = { combat = { burst_on_hit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 20), }, },}, } ---------------------------------------------------------------- -- Melee damage burst(crit) ---------------------------------------------------------------- newEntity{ theme={physical=true}, name="physical burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.PHYSICAL] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={mind=true, mental=true}, name="mind burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.MIND] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.MIND] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={acid=true}, name="acid burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.ACID] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.ACID] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={lightning=true}, name="lightning burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={fire=true}, name="fire burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.FIRE] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.FIRE] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={cold=true}, name="cold burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.COLD] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.COLD] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={light=true}, name="light burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.LIGHT] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.LIGHT] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={dark=true}, name="dark burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.DARKNESS] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={blight=true}, name="blight burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.BLIGHT] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={nature=true}, name="nature burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.NATURE] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.NATURE] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={arcane=true}, name="arcane burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.ARCANE] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.ARCANE] = resolvers.randartmax(1, 30), }, },}, } newEntity{ theme={temporal=true}, name="temporal burst (crit)", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { burst_on_crit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 30), }, }, + wielder = { combat = { burst_on_crit = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 30), }, },}, } ---------------------------------------------------------------- -- Melee damage conversion ---------------------------------------------------------------- newEntity{ theme={mind=true, mental=true}, name="mind conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.MIND] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.MIND] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={acid=true}, name="acid conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.ACID] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.ACID] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={lightning=true}, name="lightning conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.LIGHTNING] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={fire=true}, name="fire conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.FIRE] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.FIRE] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={cold=true}, name="cold conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.COLD] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.COLD] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={light=true}, name="light conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.LIGHT] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.LIGHT] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={dark=true}, name="dark conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.DARKNESS] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.DARKNESS] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={blight=true}, name="blight conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.BLIGHT] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.BLIGHT] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={nature=true}, name="nature conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.NATURE] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.NATURE] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={arcane=true}, name="arcane conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.ARCANE] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.ARCANE] = resolvers.randartmax(1, 50), }, },}, } newEntity{ theme={temporal=true}, name="temporal conversion", points = 1, rarity = 20, level_range = {1, 50}, - wielder.combat = { convert_damage = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 50), }, }, + wielder = { combat = { convert_damage = {[DamageType.TEMPORAL] = resolvers.randartmax(1, 50), }, },}, } ---------------------------------------------------------------- -- Slaying ---------------------------------------------------------------- newEntity{ theme={physical=true}, name="slay humanoid", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {humanoid=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {humanoid=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay undead", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {undead=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {undead=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay demon", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {demon=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {demon=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay dragon", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {dragon=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {dragon=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay animal", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {animal=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {animal=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay giant", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {giant=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {giant=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay elemental", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {elemental=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {elemental=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay horror", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {horror=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {horror=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay vermin", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {vermin=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {vermin=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay insect", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {insect=resolvers.randartmax(1, 25),},}, + wielder = { combat = { inc_damage_type = {insect=resolvers.randartmax(1, 25),},},}, } newEntity{ theme={physical=true}, name="slay spiderkin", points = 1, rarity = 22, level_range = {1, 50}, - wielder.combat = { inc_damage_type = {spiderkin=resolvers.randartmax(1, 25),},}, -} \ No newline at end of file + wielder = { combat = { inc_damage_type = {spiderkin=resolvers.randartmax(1, 25),},},}, +}