diff --git a/game/engines/default/engine/interface/WorldAchievements.lua b/game/engines/default/engine/interface/WorldAchievements.lua index ef6f86c9fadb0ded207c849b6bf8fe29fb4ebbdc..2c870ff3cd3ab86cac64afe6f24f63e07eeb8006 100644 --- a/game/engines/default/engine/interface/WorldAchievements.lua +++ b/game/engines/default/engine/interface/WorldAchievements.lua @@ -104,7 +104,6 @@ end -- @return true if an achievement was gained function _M:gainAchievement(id, src, ...) local a = self.achiev_defs[id] - print("=============== ach", id, a) if not a then error("Unknown achievement "..id) return end if self.achieved[id] and src.achievements and src.achievements[id] then return end diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua index e74bf12465cbb0e249c0030eed2c68946cbef2b4..bf86bbfb7135aece5341200ce27680c5316af773 100644 --- a/game/modules/tome/class/Actor.lua +++ b/game/modules/tome/class/Actor.lua @@ -3734,7 +3734,7 @@ function _M:postUseTalent(ab, ret) if ab.id ~= self.T_STEALTH and ab.id ~= self.T_HIDE_IN_PLAIN_SIGHT and not ab.no_break_stealth then self:breakStealth() end if ab.id ~= self.T_LIGHTNING_SPEED then self:breakLightningSpeed() end if ab.id ~= self.T_GATHER_THE_THREADS and ab.id ~= self.T_SPACETIME_TUNING and ab.is_spell then self:breakChronoSpells() end - if ab.id ~= self.T_RELOAD then self:breakReloading() end + if not ab.no_reload_break then self:breakReloading() end self:breakStepUp() if not (ab.no_energy or ab.no_break_channel) and not (ab.mode == "sustained" and self:isTalentActive(ab.id)) then self:breakPsionicChannel(ab.id) end diff --git a/game/modules/tome/data/talents/techniques/archery.lua b/game/modules/tome/data/talents/techniques/archery.lua index 4290fa0ce1aed1f072bd0e7f467c62d4ac5c44e5..3c5d87990f7cbb47c5548a29b001b17fc29da32d 100644 --- a/game/modules/tome/data/talents/techniques/archery.lua +++ b/game/modules/tome/data/talents/techniques/archery.lua @@ -58,6 +58,7 @@ newTalent{ innate = true, points = 1, tactical = { AMMO = 2 }, + no_reload_break = true, on_pre_use = function(self, t, silent) if not self:hasAmmo() then if not silent then game.logPlayer(self, "You must have a quiver or pouch equipped.") end return false end return true end, shots_per_turn = function(self, t) local v = math.max(self:getTalentLevelRaw(self.T_BOW_MASTERY), self:getTalentLevelRaw(self.T_SLING_MASTERY))