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Commit 4d7ff609 authored by DarkGod's avatar DarkGod
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Merge branch 'living-weapons-fix' into 'master'

Living weapons vault fix

Fix for living weapons vault breaking generation if it tried to generate a whip. Also added a failsafe to prevent future broken generation

See merge request !607
parents 271c29ce 4c06f4a6
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1 merge request!607Living weapons vault fix
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......@@ -98,9 +98,11 @@ local make_poltergeist = function(type)
local el = {}
if o.subtype == "staff" then
class = "Archmage"
e.autolevel = "warriormage"
e.autolevel = "caster"
e.max_mana = e.max_mana + 250 -- protect staffs from being dumb and having 0 mana left over after sustains
e.ai_tactic = resolvers.tactic"ranged"
e[#e+1] = resolvers.talents{
[Talents.T_CHANNEL_STAFF]={base=1, every=10, max=5},
[Talents.T_MANATHRUST]={base=1, every=10, max=5},
[Talents.T_FLAME]={base=1, every=10, max=5},
}
elseif o.subtype == "dagger" then
......@@ -140,6 +142,15 @@ 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 = "caster"
e.ai_tactic = resolvers.tactic"ranged"
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},
}
elseif o.type == "weapon" and o.slot_forbid == "OFFHAND" then
class = "Berserker"
e.autolevel = "warrior"
......@@ -154,6 +165,14 @@ 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},
}
end
e[#e+1] = resolvers.auto_equip_filters(class)
......
......@@ -49,9 +49,9 @@ return {
pond = {{0.6, "DEEP_OCEAN_WATER"}, {0.8, "DEEP_OCEAN_WATER"}},
},
nb_rooms = {0,0,0,0,1},
nb_rooms = {0,0,1},
rooms = {"greater_vault"},
greater_vaults_list = {"dragon_lair", "lava_island", "bandit-fortress", "horror-chamber"},
greater_vaults_list = {"dragon_lair", "lava_island", "bandit-fortress", "horror-chamber", "living-weapons"},
lite_room_chance = 100,
},
actor = {
......
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