From d74cebde4ac6a66e57d6ff0e55652089ae7251ef Mon Sep 17 00:00:00 2001 From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54> Date: Fri, 13 May 2011 23:30:28 +0000 Subject: [PATCH] Hymn of Moonlight and similar talents wont activate on the worldmap git-svn-id: http://svn.net-core.org/repos/t-engine4@3356 51575b47-30f0-44d4-a5cc-537603b46e54 --- game/modules/tome/class/Actor.lua | 88 ++++++++++++++++--------------- 1 file changed, 45 insertions(+), 43 deletions(-) diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua index e8e4dc43b8..f6d46c1af7 100644 --- a/game/modules/tome/class/Actor.lua +++ b/game/modules/tome/class/Actor.lua @@ -242,49 +242,51 @@ function _M:actTurn() self:timedEffects() -- Handle thunderstorm, even if the actor is stunned or incapacitated it still works - if self:isTalentActive(self.T_THUNDERSTORM) then - local t = self:getTalentFromId(self.T_THUNDERSTORM) - t.do_storm(self, t) - end - if self:isTalentActive(self.T_STONE_VINES) then - local t = self:getTalentFromId(self.T_STONE_VINES) - t.do_vines(self, t) - end - if self:isTalentActive(self.T_BODY_OF_FIRE) then - local t = self:getTalentFromId(self.T_BODY_OF_FIRE) - t.do_fire(self, t) - end - if self:isTalentActive(self.T_HYMN_OF_MOONLIGHT) then - local t = self:getTalentFromId(self.T_HYMN_OF_MOONLIGHT) - t.do_beams(self, t) - end - if self:isTalentActive(self.T_BLOOD_FRENZY) then - local t = self:getTalentFromId(self.T_BLOOD_FRENZY) - t.do_turn(self, t) - end - if self:isTalentActive(self.T_TRUE_GRIT) then - local t = self:getTalentFromId(self.T_TRUE_GRIT) - t.do_turn(self, t) - end - -- this handles cursed gloom turn based effects - if self:isTalentActive(self.T_GLOOM) then - local t = self:getTalentFromId(self.T_GLOOM) - t.do_gloom(self, t) - end - -- this handles cursed call shadows turn based effects - if self:isTalentActive(self.T_CALL_SHADOWS) then - local t = self:getTalentFromId(self.T_CALL_SHADOWS) - t.do_callShadows(self, t) - end - -- this handles cursed deflection turn based effects - if self:isTalentActive(self.T_DEFLECTION) then - local t = self:getTalentFromId(self.T_DEFLECTION) - t.do_act(self, t, self:isTalentActive(self.T_DEFLECTION)) - end - -- this handles doomed unseen force turn based effects - if self.unseenForce then - local t = self:getTalentFromId(self.T_UNSEEN_FORCE) - t.do_unseenForce(self, t) + if not game.zone.wilderness then + if self:isTalentActive(self.T_THUNDERSTORM) then + local t = self:getTalentFromId(self.T_THUNDERSTORM) + t.do_storm(self, t) + end + if self:isTalentActive(self.T_STONE_VINES) then + local t = self:getTalentFromId(self.T_STONE_VINES) + t.do_vines(self, t) + end + if self:isTalentActive(self.T_BODY_OF_FIRE) then + local t = self:getTalentFromId(self.T_BODY_OF_FIRE) + t.do_fire(self, t) + end + if self:isTalentActive(self.T_HYMN_OF_MOONLIGHT) then + local t = self:getTalentFromId(self.T_HYMN_OF_MOONLIGHT) + t.do_beams(self, t) + end + if self:isTalentActive(self.T_BLOOD_FRENZY) then + local t = self:getTalentFromId(self.T_BLOOD_FRENZY) + t.do_turn(self, t) + end + if self:isTalentActive(self.T_TRUE_GRIT) then + local t = self:getTalentFromId(self.T_TRUE_GRIT) + t.do_turn(self, t) + end + -- this handles cursed gloom turn based effects + if self:isTalentActive(self.T_GLOOM) then + local t = self:getTalentFromId(self.T_GLOOM) + t.do_gloom(self, t) + end + -- this handles cursed call shadows turn based effects + if self:isTalentActive(self.T_CALL_SHADOWS) then + local t = self:getTalentFromId(self.T_CALL_SHADOWS) + t.do_callShadows(self, t) + end + -- this handles cursed deflection turn based effects + if self:isTalentActive(self.T_DEFLECTION) then + local t = self:getTalentFromId(self.T_DEFLECTION) + t.do_act(self, t, self:isTalentActive(self.T_DEFLECTION)) + end + -- this handles doomed unseen force turn based effects + if self.unseenForce then + local t = self:getTalentFromId(self.T_UNSEEN_FORCE) + t.do_unseenForce(self, t) + end end -- Suffocate ? -- GitLab