diff --git a/game/modules/tome/data/talents/cursed/endless-hunt.lua b/game/modules/tome/data/talents/cursed/endless-hunt.lua index 25e7e3e86e4d8e804e9dbd0c97c118d2a718c4d8..86e4c8a7765c6c0b78ff3ffd8d673cbbba2ebe48 100644 --- a/game/modules/tome/data/talents/cursed/endless-hunt.lua +++ b/game/modules/tome/data/talents/cursed/endless-hunt.lua @@ -101,7 +101,7 @@ newTalent{ tactical = { CLOSEIN = 2, ATTACK = 1 }, requires_target = true, action = function(self, t) - local tg = {type="hit", range=self:getTalentRange(t)} + local tg = {type="hit", pass_terrain = true, range=self:getTalentRange(t)} local x, y, target = self:getTarget(tg) if not x or not y or not target then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > self:getTalentRange(t) then return nil end diff --git a/game/modules/tome/data/talents/cursed/fateful-aura.lua b/game/modules/tome/data/talents/cursed/fateful-aura.lua index 724c8ebf4b2aa598ed0b6e19cb66a8f05051f73d..c7f0e10f381a398e2fadcd86d24d37fed860ffef 100644 --- a/game/modules/tome/data/talents/cursed/fateful-aura.lua +++ b/game/modules/tome/data/talents/cursed/fateful-aura.lua @@ -86,8 +86,6 @@ newTalent{ if item.type == "ammo" then return end item.cursed_touch = true - item.name = "cursed " .. item.name - item.encumber = item.encumber + 1 local affectedPercent local affected = 0 @@ -132,7 +130,10 @@ newTalent{ end end - if affected > 0 then item.name = "cursed ".. item.name end + if affected > 0 then + item.encumber = item.encumber + 1 + item.name = "cursed ".. item.name + end end, curseFloor = function(self, t, x, y) local i = 1 diff --git a/game/modules/tome/data/talents/cursed/shadows.lua b/game/modules/tome/data/talents/cursed/shadows.lua index 568fdaed73d8ff9348e4e796a399d5fd0e8cbf98..bf8511407d25cae202436bd483e57896309c1aad 100644 --- a/game/modules/tome/data/talents/cursed/shadows.lua +++ b/game/modules/tome/data/talents/cursed/shadows.lua @@ -54,7 +54,7 @@ newTalent{ requires_target = true, tactical = { CLOSEIN = 2 }, action = function(self, t) - local tg = {type="hit", range=self:getTalentRange(t)} + local tg = {type="hit", pass_terrain = true, range=self:getTalentRange(t)} local x, y, target = self:getTarget(tg) if not x or not y or not target then return nil end if math.floor(core.fov.distance(self.x, self.y, x, y)) > self:getTalentRange(t) then return nil end