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tome
Tales of MajEyal
Commits
4f48d53b
Commit
4f48d53b
authored
11 years ago
by
DarkGod
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fix
parent
5e09c33a
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2 changed files
game/modules/tome/data/talents/cunning/stealth.lua
+0
-25
0 additions, 25 deletions
game/modules/tome/data/talents/cunning/stealth.lua
game/modules/tome/data/talents/spells/advanced-golemancy.lua
+1
-1
1 addition, 1 deletion
game/modules/tome/data/talents/spells/advanced-golemancy.lua
with
1 addition
and
26 deletions
game/modules/tome/data/talents/cunning/stealth.lua
+
0
−
25
View file @
4f48d53b
...
...
@@ -55,31 +55,6 @@ newTalent{
return
nil
end
-- Check nearby actors
if
not
self
.
x
or
not
self
.
y
or
not
game
.
level
then
return
end
if
not
rng
.
percent
(
self
.
hide_chance
or
0
)
then
local
grids
=
core
.
fov
.
circle_grids
(
self
.
x
,
self
.
y
,
t
.
getRadius
(
self
,
t
),
true
)
for
x
,
yy
in
pairs
(
grids
)
do
for
y
in
pairs
(
yy
)
do
local
actor
=
game
.
level
.
map
(
x
,
y
,
game
.
level
.
map
.
ACTOR
)
if
actor
and
actor
~=
self
and
actor
:
reactionToward
(
self
)
<
0
then
if
not
actor
:
hasEffect
(
actor
.
EFF_DIM_VISION
)
then
if
not
silent
then
game
.
logPlayer
(
self
,
"You cannot Stealth with nearby foes watching!"
)
end
return
nil
end
end
end
end
end
return
true
end
,
on_pre_use
=
function
(
self
,
t
,
silent
)
if
self
:
isTalentActive
(
t
.
id
)
then
return
true
end
local
armor
=
self
:
getInven
(
"BODY"
)
and
self
:
getInven
(
"BODY"
)[
1
]
if
armor
and
(
armor
.
subtype
==
"heavy"
or
armor
.
subtype
==
"massive"
)
then
if
not
silent
then
game
.
logPlayer
(
self
,
"You cannot Stealth with such heavy armour on!"
)
end
return
nil
end
-- Check nearby actors detection ability
if
not
self
.
x
or
not
self
.
y
or
not
game
.
level
then
return
end
if
not
rng
.
percent
(
self
.
hide_chance
or
0
)
then
...
...
This diff is collapsed.
Click to expand it.
game/modules/tome/data/talents/spells/advanced-golemancy.lua
+
1
−
1
View file @
4f48d53b
...
...
@@ -76,7 +76,7 @@ newTalent{
mana
=
20
,
cooldown
=
function
(
self
,
t
)
return
math.ceil
(
self
:
combatTalentLimit
(
t
,
0
,
24
,
20
))
end
,
-- Limit to > 0
tactical
=
{
DEFEND
=
1
,
ATTACK
=
1
},
getPower
=
function
(
self
,
t
)
return
(
60
+
self
:
combatTalentSpellDamage
(
t
,
15
,
450
))
/
7
,
7
,
20
+
self
:
getTalentLevel
(
t
)
*
7
end
,
getPower
=
function
(
self
,
t
)
return
(
60
+
self
:
combatTalentSpellDamage
(
t
,
15
,
450
))
/
7
,
7
,
self
:
combatTalentLimit
(
t
,
100
,
27
,
55
)
end
,
--Limit life gain < 100%
action
=
function
(
self
,
t
)
local
regen
,
dur
,
hp
=
t
.
getPower
(
self
,
t
)
...
...
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