From 427988e99824cc5e86e005f5454b9482dcf913f0 Mon Sep 17 00:00:00 2001
From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54>
Date: Sun, 2 Jan 2011 17:56:55 +0000
Subject: [PATCH] Fixed a golemancy bug when no ammo is present The Shadow
 Clone of the player has some less life

git-svn-id: http://svn.net-core.org/repos/t-engine4@2275 51575b47-30f0-44d4-a5cc-537603b46e54
---
 game/modules/tome/data/talents/spells/golemancy.lua      | 3 ++-
 game/modules/tome/data/talents/techniques/techniques.lua | 2 +-
 game/modules/tome/data/zones/shadow-crypt/npcs.lua       | 2 +-
 3 files changed, 4 insertions(+), 3 deletions(-)

diff --git a/game/modules/tome/data/talents/spells/golemancy.lua b/game/modules/tome/data/talents/spells/golemancy.lua
index 5a8424cb28..264b869a36 100644
--- a/game/modules/tome/data/talents/spells/golemancy.lua
+++ b/game/modules/tome/data/talents/spells/golemancy.lua
@@ -84,11 +84,12 @@ newTalent{
 	no_npc_use = true,
 	getHeal = function(self, t)
 		local ammo = self:hasAlchemistWeapon()
-		return self:combatTalentSpellDamage(t, 15, 350, (ammo.alchemist_power + self:combatSpellpower()) / 2)
+		return self:combatTalentSpellDamage(t, 15, 350, ((ammo and ammo.alchemist_power or 0) + self:combatSpellpower()) / 2)
 	end,
 	action = function(self, t)
 		if not self.alchemy_golem then
 			self.alchemy_golem = game.zone:finishEntity(game.level, "actor", makeGolem())
+			game.party:addMember(self.alchemy_golem, "full")
 			game.persistent_actors[self.alchemy_golem] = 1
 			if not self.alchemy_golem then return end
 			self.alchemy_golem.faction = self.faction
diff --git a/game/modules/tome/data/talents/techniques/techniques.lua b/game/modules/tome/data/talents/techniques/techniques.lua
index 7e5f73a0a3..49a7a10124 100644
--- a/game/modules/tome/data/talents/techniques/techniques.lua
+++ b/game/modules/tome/data/talents/techniques/techniques.lua
@@ -24,7 +24,7 @@ newTalentType{ allow_random=true, type="technique/shield-offense", name = "weapo
 newTalentType{ allow_random=true, type="technique/shield-defense", name = "weapons and shields", description = "Specialized weapon and shield techniques." }
 newTalentType{ allow_random=true, type="technique/dualweapon-training", name = "dual wielding", description = "Specialized dual wielding techniques." }
 newTalentType{ allow_random=true, type="technique/dualweapon-attack", name = "dual wielding", description = "Specialized dual wielding techniques." }
-newTalentType{ allow_random=true, type="technique/archery-base", name = "archery - base", description = "Ability to shoot, you should never this this." }
+newTalentType{ allow_random=true, type="technique/archery-base", name = "archery - base", description = "Ability to shoot." }
 newTalentType{ allow_random=true, type="technique/archery-bow", name = "archery - bows", description = "Specialized bow techniques." }
 newTalentType{ allow_random=true, type="technique/archery-sling", name = "archery - slings", description = "Specialized sling techniques." }
 newTalentType{ allow_random=true, type="technique/archery-training", name = "archery - common", description = "Generic archery techniques." }
diff --git a/game/modules/tome/data/zones/shadow-crypt/npcs.lua b/game/modules/tome/data/zones/shadow-crypt/npcs.lua
index 513c008e8f..bdf6f1ff77 100644
--- a/game/modules/tome/data/zones/shadow-crypt/npcs.lua
+++ b/game/modules/tome/data/zones/shadow-crypt/npcs.lua
@@ -84,7 +84,7 @@ newEntity{ base="BASE_NPC_ORC_RAK_SHOR", define_as = "CULTIST_RAK_SHOR",
 			a.ai_state = {talent_in=1}
 			a.faction = self.faction
 			a.inc_damage.all = (a.inc_damage.all or 0) - 40
-			a.max_life = a.max_life * 1.8
+			a.max_life = a.max_life * 1.2
 			a.life = a.max_life
 			a.on_die = function(self)
 				world:gainAchievement("SHADOW_CLONE", game.player)
-- 
GitLab