diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua index 9c8619a1498e7a83a85028d2cd73a5191f207f8c..615f7128b06b255f424eb4ee88eaa44d45eb3b4c 100644 --- a/game/modules/tome/class/Actor.lua +++ b/game/modules/tome/class/Actor.lua @@ -3392,6 +3392,8 @@ function _M:levelupClass(c_data) c_data.start_level = c_data.start_level or 1 c_data.max_talent_types = c_data.max_talent_types or 2 c_data.learned_talent_types = c_data.learned_talent_types or 0 + c_data.banned_talents = c_data.banned_talents or {} + if c_data.calculate_tactical then self.ai_calculate_tactical = true end local new_level = math.ceil((self.level - c_data.start_level + 1)*difficulty_adjusted_level_rate/100) @@ -3605,7 +3607,7 @@ function _M:levelupClass(c_data) local nb_known = self:numberKnownTalent(tt) -- update talent choices with each talent in the tree that can be learned for i, t in ipairs(tt_def.talents) do - if t.no_npc_use or t.not_on_random_boss then + if t.no_npc_use or t.not_on_random_boss or c_data.banned_talents[t.id] then nb_known = nb_known + 1 -- treat as known to allow later talents to be learned elseif t.type[2] and nb_known >= t.type[2] - 1 and (not t.random_boss_rarity or rng.percent(t.random_boss_rarity)) then -- check category talents known table.insert(t_choices, t)