From 0341e0c88c3856a085bd98b3cb14f03ccadeda49 Mon Sep 17 00:00:00 2001
From: DarkGod <darkgod@net-core.org>
Date: Wed, 23 Oct 2019 17:13:39 +0200
Subject: [PATCH] plop

---
 game/modules/tome/class/Game.lua                   | 3 ++-
 game/modules/tome/class/interface/ActorAI.lua      | 1 +
 game/modules/tome/data/talents/celestial/hymns.lua | 2 +-
 3 files changed, 4 insertions(+), 2 deletions(-)

diff --git a/game/modules/tome/class/Game.lua b/game/modules/tome/class/Game.lua
index 9ca80e8b34..0b069da002 100644
--- a/game/modules/tome/class/Game.lua
+++ b/game/modules/tome/class/Game.lua
@@ -2724,7 +2724,8 @@ function _M:saveGame()
 			party:attr("save_cleanup", 1)
 			party:stripForExport()
 			party:attr("save_cleanup", -1)
-			game.player:saveUUID(party)
+			game.player:saveUUID(nil)
+			-- game.player:saveUUID(party)
 		end end))
 		_G.game = self
 
diff --git a/game/modules/tome/class/interface/ActorAI.lua b/game/modules/tome/class/interface/ActorAI.lua
index ce83c4f01e..4724b9fb68 100644
--- a/game/modules/tome/class/interface/ActorAI.lua
+++ b/game/modules/tome/class/interface/ActorAI.lua
@@ -172,6 +172,7 @@ function _M.aiParseTalent(t, who)
 			ok, tactical = pcall(t.tactical, who, t, who) -- (test function with who as target, only looking for fields)
 			if not ok then -- defer parsing without proper input
 				print("[aiParseTalent] FAILED TO PARSE tactical table function for", t.id, who and who.uid, who and who.name)
+				print("   => because of error", tactical)
 				t._ai_parsed = nil return
 			end
 		else tactical = t.tactical
diff --git a/game/modules/tome/data/talents/celestial/hymns.lua b/game/modules/tome/data/talents/celestial/hymns.lua
index 9d20c0cd88..6fbe13c4e4 100644
--- a/game/modules/tome/data/talents/celestial/hymns.lua
+++ b/game/modules/tome/data/talents/celestial/hymns.lua
@@ -124,7 +124,7 @@ newTalent{
 	adept_deac_tactical = {escape = -0.5}, -- adept tactic adjustments when deactivating (negated)
 	base_tactical = function(self, t, aitarget) -- buff tactic up to +3 depending on how much the talent helps to see a stealthed/invisible target or a target that is out of sense range
 		local buff, max_buff = 0, 4
-		if not aitarget then -- out of combat, stay vigilant for enemies
+		if not aitarget or not self.aiSeeTargetPos then -- out of combat, stay vigilant for enemies
 			buff = max_buff
 		else
 			if self:attr("blind") or self:attr("esp_all") then return end -- target automatically seen or unseen
-- 
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