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 ?
-- 
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