From a289bf422e313ed1e9fd4530ec085c50acdf5b1d Mon Sep 17 00:00:00 2001 From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54> Date: Sat, 31 Mar 2012 10:35:40 +0000 Subject: [PATCH] Fix bug with the Eternal Night set git-svn-id: http://svn.net-core.org/repos/t-engine4@5017 51575b47-30f0-44d4-a5cc-537603b46e54 --- game/modules/tome/data/chats/last-hope-melinda-father.lua | 2 +- game/modules/tome/data/maps/vaults/paladin-vs-vampire.lua | 4 ++-- game/modules/tome/data/talents/gifts/call.lua | 2 +- game/modules/tome/data/talents/misc/races.lua | 2 +- game/modules/tome/data/talents/techniques/grappling.lua | 2 +- 5 files changed, 6 insertions(+), 6 deletions(-) diff --git a/game/modules/tome/data/chats/last-hope-melinda-father.lua b/game/modules/tome/data/chats/last-hope-melinda-father.lua index 38cba2421d..4cc153dee5 100644 --- a/game/modules/tome/data/chats/last-hope-melinda-father.lua +++ b/game/modules/tome/data/chats/last-hope-melinda-father.lua @@ -63,7 +63,7 @@ newChat{ id="melinda", text = [[@playername@! #LIGHT_GREEN#*She jumps for joy and hugs you while her father returns to his shop.*#WHITE#]], answers = { {"I am glad to see you are fine. It seems your scars are healing quite well.", jump="scars", cond=function(npc, player) - if player.undead then return false end + if player:attr("undead") then return false end return true end,}, {"I am glad to see you well. Take care."}, diff --git a/game/modules/tome/data/maps/vaults/paladin-vs-vampire.lua b/game/modules/tome/data/maps/vaults/paladin-vs-vampire.lua index 95a883a021..e84c7f5c28 100644 --- a/game/modules/tome/data/maps/vaults/paladin-vs-vampire.lua +++ b/game/modules/tome/data/maps/vaults/paladin-vs-vampire.lua @@ -33,8 +33,8 @@ defineTile('~', mod.class.Grid.new{ on_stand = function(self, x, y, who) local DT = engine.DamageType local dam = DT:get(DT.RETCH).projector(self, x, y, DT.RETCH, rng.range(self.mindam, self.maxdam)) - if not who.undead then game.logPlayer(who, "Dark energies course upwards through the lava.") end - if who.dead and not who.undead then + if not who:attr("undead") then game.logPlayer(who, "Dark energies course upwards through the lava.") end + if who.dead and not who:attr("undead") then --add undead local m = game.zone:makeEntityByName(game.level, "actor", "RISEN_CORPSE") game.zone:addEntity(game.level, m, "actor", x, y) diff --git a/game/modules/tome/data/talents/gifts/call.lua b/game/modules/tome/data/talents/gifts/call.lua index 3e7d0a672a..98656f887d 100644 --- a/game/modules/tome/data/talents/gifts/call.lua +++ b/game/modules/tome/data/talents/gifts/call.lua @@ -85,7 +85,7 @@ newTalent{ short_name = "NATURE_TOUCH", local x, y, target = self:getTarget(tg) if not x or not y or not target then return nil end if core.fov.distance(self.x, self.y, x, y) > 1 then return nil end - if not target.undead then + if not target:attr("undead") then target:heal(20 + self:combatTalentMindDamage(t, 20, 500)) end game:playSoundNear(self, "talents/heal") diff --git a/game/modules/tome/data/talents/misc/races.lua b/game/modules/tome/data/talents/misc/races.lua index 06c065c5fd..239f06c823 100644 --- a/game/modules/tome/data/talents/misc/races.lua +++ b/game/modules/tome/data/talents/misc/races.lua @@ -683,7 +683,7 @@ newTalent{ self:project(tg, x, y, function(px, py) local target = game.level.map(px, py, Map.ACTOR) if not target or target.dead then return end - if not target:canBe("instakill") or target.rank > 2 or target.undead or not target:checkHit(self:getWil(20, true) + self.level * 1.5, target.level) then + if not target:canBe("instakill") or target.rank > 2 or target:attr("undead") or not target:checkHit(self:getWil(20, true) + self.level * 1.5, target.level) then game.logSeen(target, "%s resists the mental assault!", target.name:capitalize()) return end diff --git a/game/modules/tome/data/talents/techniques/grappling.lua b/game/modules/tome/data/talents/techniques/grappling.lua index d46a3c41cd..6caa619fc3 100644 --- a/game/modules/tome/data/talents/techniques/grappling.lua +++ b/game/modules/tome/data/talents/techniques/grappling.lua @@ -110,7 +110,7 @@ newTalent{ -- do crushing hold or strangle if we're already grappling the target if hit and self:knowTalent(self.T_CRUSHING_HOLD) then local t = self:getTalentFromId(self.T_CRUSHING_HOLD) - if grappled and not target.no_breath and not target.undead and target:canBe("silence") then + if grappled and not target.no_breath and not target:attr("undead") and target:canBe("silence") then target:setEffect(target.EFF_STRANGLE_HOLD, duration, {src=self, power=t.getDamage(self, t) * 1.5}) else target:setEffect(target.EFF_CRUSHING_HOLD, duration, {src=self, power=t.getDamage(self, t)}) -- GitLab