Skip to content
Snippets Groups Projects
Commit 65072186 authored by Chris Davidson's avatar Chris Davidson
Browse files

Fix

parent ae8d16f8
No related branches found
No related tags found
No related merge requests found
......@@ -318,50 +318,50 @@ function _M:getZones(zones)
end
function _M:clearLevel()
local act = game.player
local data = {}
data.items_list = {}
data.items_skipped = {}
data.exp_list = {}
data.ranks = {}
data.total_exp = 0
data.start_level = act:getExpChart(act.level+1)
data.end_level = act.level
-- Ensure any early turn state stuff happens like NPCs spawning their escorts
for i = 1,20 do
game.player.energy.value = 0
game:tick(game.level)
end
local act = game.player
local data = {}
data.items_list = {}
data.items_skipped = {}
data.exp_list = {}
data.ranks = {}
data.total_exp = 0
data.start_level = act:getExpChart(act.level+1)
data.end_level = act.level
-- Ensure any early turn state stuff happens like NPCs spawning their escorts
for i = 1,20 do
game.player.energy.value = 0
game:tick(game.level)
end
local l = {}
for uid, e in pairs(game.level.entities) do
if e.__is_actor and not game.party:hasMember(e) and (act:reactionToward(e) < 0) then l[#l+1] = e end
end
-- Technically we should simulate this with actual player movement in case kill sequence is important.. not worth the effort
for i, e in ipairs(l) do
local rname, rcolor = e:TextRank()
data.exp_list[#data.exp_list+1] = {exp=e:worthExp(act), name=e.name, rank=e.rank, rank_name = rname:capitalize(), rank_color = rcolor }
data.ranks[e:TextRank()] = data.ranks[e:TextRank()] or 0
data.ranks[e:TextRank()] = data.ranks[e:TextRank()] + 1
data.total_exp = data.total_exp + e:worthExp(act)
e:die(act)
end
local l = {}
for uid, e in pairs(game.level.entities) do
if e.__is_actor and not game.party:hasMember(e) and (act:reactionToward(e) < 0) then l[#l+1] = e end
end
-- Technically we should simulate this with actual player movement in case kill sequence is important.. not worth the effort
for i, e in ipairs(l) do
local rname, rcolor = e:TextRank()
data.exp_list[#data.exp_list+1] = {exp=e:worthExp(act), name=e.name, rank=e.rank, rank_name = rname:capitalize(), rank_color = rcolor }
data.ranks[e:TextRank()] = data.ranks[e:TextRank()] or 0
data.ranks[e:TextRank()] = data.ranks[e:TextRank()] + 1
data.total_exp = data.total_exp + e:worthExp(act)
e:die(act)
end
-- Grab all items on the map
for x = 0, game.level.map.w - 1 do for y = 0, game.level.map.h - 1 do
for i = game.level.map:getObjectTotal(x, y), 1, -1 do
local o = game.level.map:getObject(x, y, i)
if o and self:pickupObject(i, x, y) then
if act:transmoFilter(o) then o.__transmo = true end
data.items_list[#data.items_list + 1] = o -- Store items incase we want to do analysis on drops or some such.. should clone?
end
-- Grab all items on the map
for x = 0, game.level.map.w - 1 do for y = 0, game.level.map.h - 1 do
for i = game.level.map:getObjectTotal(x, y), 1, -1 do
local o = game.level.map:getObject(x, y, i)
if o and self:pickupObject(i, x, y) then
if act:transmoFilter(o) then o.__transmo = true end
data.items_list[#data.items_list + 1] = o -- Store items incase we want to do analysis on drops or some such.. should clone?
end
end end
end
end end
data.end_level = act:getExpChart(act.level+1)
return data
data.end_level = act:getExpChart(act.level+1)
return data
end
-- TODO:
......
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