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Commit 4f203408 authored by DarkGod's avatar DarkGod
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credits

parent b8aef8ff
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......@@ -60,15 +60,16 @@ local credits = {
{"World Builders", title=1},
{"Aaron 'Sage Acrin' Vandegrift"},
{"Alexander '0player' Sedov"},
{"Ben 'Razakai' Pope"},
{"Chris 'Shibari' Davidson"},
{"Doctornull"},
{"Em 'Susramanian' Jay"},
{"Eric 'Edge2054' Wykoff"},
{"Evan 'Fortescue' Williams"},
{"Hetdegon"},
{"Jamie 'Orange' Martin"},
{"John 'Benli' Truchard"},
{"Nicolas 'DarkGod' Casalini"},
{"Ben 'Razakai' Pope"},
{"StarKeep"},
{"Simon 'HousePet' Curtis"},
{"Shoob"},
......
......@@ -52,6 +52,7 @@ game.zone.on_turn = function()
if game.turn % 10 ~= 0 or not game.zone.meteor_event_levels[game.level.level] then return end
local p = game:getPlayer(true)
if not p.x or not game.level.data.meteor_x then return end
if core.fov.distance(p.x, p.y, game.level.data.meteor_x, game.level.data.meteor_y) > 3 then return end
game.zone.meteor_event_levels[game.level.level] = nil
......
......@@ -104,13 +104,14 @@ newEntity{
local tts = {}
local p = game:getPlayer(true)
for i, def in ipairs(engine.interface.ActorTalents.talents_types_def) do
if p and def.allow_random and p:knowTalentType(def.type) or p:knowTalentType(def.type) == false then
if not (e.power_source.antimagic and def.is_spell) or (e.power_source.arcane and def.is_antimagic) then
tts[#tts+1] = def.type
end
end
end
local tt = tts[rng.range(1, #tts)]
if p and def.allow_random and p:knowTalentType(def.type) or p:knowTalentType(def.type) == false then
if not (e.power_source.antimagic and def.is_spell) or (e.power_source.arcane and def.is_antimagic) then
tts[#tts+1] = def.type
end
end
end
local tt = rng.table(tts)
if not tt then tt = "technique/combat-training" end
e.wielder.talents_types_mastery = {}
local v = (10 + rng.mbonus(math.ceil(30 * e.material_level / 5), resolvers.current_level, 50)) / 100
......
......@@ -133,7 +133,7 @@ newTalent{
if dist <= self.sight then -- target within sight range
local is_active = self:isTalentActive(t.id)
local see, see_chance = self:canSeeNoCache(aitarget)
if see_chance < 100 then -- detecting hidden is useful (rules out esp, etc.)
if see_chance and see_chance < 100 then -- detecting hidden is useful (rules out esp, etc.)
local tgt_inv = aitarget:attr("invisible")
if tgt_inv then -- buff value increases depending on relative invisibility detection
local base_det = self:combatSeeInvisible() - (is_active and self.compute_vals[is_active.invis] or 0)
......
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