Skip to content
Snippets Groups Projects
Commit d74cebde authored by dg's avatar dg
Browse files

Hymn of Moonlight and similar talents wont activate on the worldmap

git-svn-id: http://svn.net-core.org/repos/t-engine4@3356 51575b47-30f0-44d4-a5cc-537603b46e54
parent 239d79f0
No related branches found
No related tags found
No related merge requests found
......@@ -242,49 +242,51 @@ function _M:actTurn()
self:timedEffects()
-- Handle thunderstorm, even if the actor is stunned or incapacitated it still works
if self:isTalentActive(self.T_THUNDERSTORM) then
local t = self:getTalentFromId(self.T_THUNDERSTORM)
t.do_storm(self, t)
end
if self:isTalentActive(self.T_STONE_VINES) then
local t = self:getTalentFromId(self.T_STONE_VINES)
t.do_vines(self, t)
end
if self:isTalentActive(self.T_BODY_OF_FIRE) then
local t = self:getTalentFromId(self.T_BODY_OF_FIRE)
t.do_fire(self, t)
end
if self:isTalentActive(self.T_HYMN_OF_MOONLIGHT) then
local t = self:getTalentFromId(self.T_HYMN_OF_MOONLIGHT)
t.do_beams(self, t)
end
if self:isTalentActive(self.T_BLOOD_FRENZY) then
local t = self:getTalentFromId(self.T_BLOOD_FRENZY)
t.do_turn(self, t)
end
if self:isTalentActive(self.T_TRUE_GRIT) then
local t = self:getTalentFromId(self.T_TRUE_GRIT)
t.do_turn(self, t)
end
-- this handles cursed gloom turn based effects
if self:isTalentActive(self.T_GLOOM) then
local t = self:getTalentFromId(self.T_GLOOM)
t.do_gloom(self, t)
end
-- this handles cursed call shadows turn based effects
if self:isTalentActive(self.T_CALL_SHADOWS) then
local t = self:getTalentFromId(self.T_CALL_SHADOWS)
t.do_callShadows(self, t)
end
-- this handles cursed deflection turn based effects
if self:isTalentActive(self.T_DEFLECTION) then
local t = self:getTalentFromId(self.T_DEFLECTION)
t.do_act(self, t, self:isTalentActive(self.T_DEFLECTION))
end
-- this handles doomed unseen force turn based effects
if self.unseenForce then
local t = self:getTalentFromId(self.T_UNSEEN_FORCE)
t.do_unseenForce(self, t)
if not game.zone.wilderness then
if self:isTalentActive(self.T_THUNDERSTORM) then
local t = self:getTalentFromId(self.T_THUNDERSTORM)
t.do_storm(self, t)
end
if self:isTalentActive(self.T_STONE_VINES) then
local t = self:getTalentFromId(self.T_STONE_VINES)
t.do_vines(self, t)
end
if self:isTalentActive(self.T_BODY_OF_FIRE) then
local t = self:getTalentFromId(self.T_BODY_OF_FIRE)
t.do_fire(self, t)
end
if self:isTalentActive(self.T_HYMN_OF_MOONLIGHT) then
local t = self:getTalentFromId(self.T_HYMN_OF_MOONLIGHT)
t.do_beams(self, t)
end
if self:isTalentActive(self.T_BLOOD_FRENZY) then
local t = self:getTalentFromId(self.T_BLOOD_FRENZY)
t.do_turn(self, t)
end
if self:isTalentActive(self.T_TRUE_GRIT) then
local t = self:getTalentFromId(self.T_TRUE_GRIT)
t.do_turn(self, t)
end
-- this handles cursed gloom turn based effects
if self:isTalentActive(self.T_GLOOM) then
local t = self:getTalentFromId(self.T_GLOOM)
t.do_gloom(self, t)
end
-- this handles cursed call shadows turn based effects
if self:isTalentActive(self.T_CALL_SHADOWS) then
local t = self:getTalentFromId(self.T_CALL_SHADOWS)
t.do_callShadows(self, t)
end
-- this handles cursed deflection turn based effects
if self:isTalentActive(self.T_DEFLECTION) then
local t = self:getTalentFromId(self.T_DEFLECTION)
t.do_act(self, t, self:isTalentActive(self.T_DEFLECTION))
end
-- this handles doomed unseen force turn based effects
if self.unseenForce then
local t = self:getTalentFromId(self.T_UNSEEN_FORCE)
t.do_unseenForce(self, t)
end
end
-- Suffocate ?
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment