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Commit 660cddf2 authored by Lisa Greene's avatar Lisa Greene
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Fix living weapons exploding in a shower of errors

parent 271c29ce
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......@@ -140,6 +140,15 @@ local make_poltergeist = function(type)
{type="weapon", subtype="greatsword", autoreq=true, force_inven = "PSIONIC_FOCUS", no_drops=true},
}
make_req(el, o, "mindstar")
elseif o.subtype == "whip" then
class = "Corruptor"
e.autolevel = "warriormage"
e[#e+1] = resolvers.talents{
[Talents.T_CORRUPTED_NEGATION]={base=3, every=12, max=6},
[Talents.T_DRAIN]={base=5, every=10, max=7},
[Talents.T_BLOOD_GRASP]={base=4, every=5, max=7},
}
game.log("#LIGHT_RED#ERROR GENERATING: %s", o.name)
elseif o.type == "weapon" and o.slot_forbid == "OFFHAND" then
class = "Berserker"
e.autolevel = "warrior"
......@@ -154,6 +163,15 @@ local make_poltergeist = function(type)
[Talents.T_ARMOUR_TRAINING]=2
}
make_req(el, o, "shield")
else -- failsafe for if no other category fits so we don't break generation
class = "Doomed"
e.autolevel = "wildcaster"
e[#e+1] = resolvers.talents{
[Talents.T_CALL_SHADOWS]={base=1, every=8, max=6},
[Talents.T_SHADOW_WARRIORS]={base=1, every=8, max=6},
[Talents.T_REPROACH]={base=5, every=10, max=5},
}
game.log("#LIGHT_RED#ERROR GENERATING: %s", o.name)
end
e[#e+1] = resolvers.auto_equip_filters(class)
......
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