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