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Commit 9f8a3530 authored by dg's avatar dg
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Money 'vaults' are correctly restricted to OOD of the zone

git-svn-id: http://svn.net-core.org/repos/t-engine4@5716 51575b47-30f0-44d4-a5cc-537603b46e54
parent ff8bd3e0
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......@@ -35,7 +35,9 @@ return function(gen, id)
if e then gen:roomMapAddEntity(i-1+x, j-1+y, "object", e) end
-- Add guardians
if rng.percent(50) then
e = gen.zone:makeEntity(gen.level, "actor")
local filter = {}
if game.level.data and game.level.data.generator and game.level.data.generator.actor and game.level.data.generator.actor.filters then filter = rng.table(game.level.data.generator.actor.filters) end
e = gen.zone:makeEntity(gen.level, "actor", filter, nil, true)
if e then gen:roomMapAddEntity(i-1+x, j-1+y, "actor", e) end
end
end
......
......@@ -127,8 +127,8 @@ newTalent{
end,
}
newTalent{ short_name = "MUCUS_OOZE_SPIT",
name = "Slime Spit",
newTalent{ short_name = "MUCUS_OOZE_SPIT",
name = "Slime Spit", image = "talents/slime_spit.png",
type = {"wild-gift/other",1},
points = 5,
equilibrium = 2,
......
......@@ -55,7 +55,7 @@ newTalent{
cooldown = 10,
range = 10,
tactical = { ATTACK = { NATURE = 3 } },
radius = 1,
radius = function(self, t) if self:getTalentLevel(t) < 3 then return 1 else return 2 end end,
requires_target = true,
action = function(self, t)
local tg = {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), friendlyfire=false}
......@@ -76,7 +76,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[Releases poisonous spores at an area of radius 1, infecting the foes inside with a random poison doing %0.2f nature damage over 10 turns.]]):format(damDesc(self, DamageType.NATURE, self:combatTalentMindDamage(t, 40, 900)))
return ([[Releases poisonous spores at an area of radius %d, infecting the foes inside with a random poison doing %0.2f nature damage over 10 turns.]]):format(self:getTalentRadius(t), damDesc(self, DamageType.NATURE, self:combatTalentMindDamage(t, 40, 900)))
end,
}
......
......@@ -130,11 +130,11 @@ uberTalent{
uberTalent{
name = "Fungal Blood",
require = { special={desc="Do not be undead.", fct=function(self) return not self:attr("undead") end} },
require = { special={desc="Be able to use infusions.", fct=function(self) return not self.inscription_restrictions or self.inscription_restrictions['inscriptions/infusions'] end} },
tactical = { HEAL = function(self) return not self:hasEffect(self.EFF_FUNGAL_BLOOD) and 0 or math.ceil(self:hasEffect(self.EFF_FUNGAL_BLOOD).power / 150) end },
on_pre_use = function(self, t) return self:hasEffect(self.EFF_FUNGAL_BLOOD) and self:hasEffect(self.EFF_FUNGAL_BLOOD).power > 0 and not self:attr("undead") end,
trigger = function(self, t)
if self:attr("undead") then return end
if self.inscription_restrictions and not self.inscription_restrictions['inscriptions/infusions'] then return end
self:setEffect(self.EFF_FUNGAL_BLOOD, 6, {power=self:getCon() * 1.5})
end,
action = function(self, t)
......
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