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Commit 4d68e2b8 authored by dg's avatar dg
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Cooldowns go down in worldmap

git-svn-id: http://svn.net-core.org/repos/t-engine4@3158 51575b47-30f0-44d4-a5cc-537603b46e54
parent 0259d19f
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......@@ -310,7 +310,7 @@ function _M:act()
end
-- We compute turns at "default" speed, and only fire some actions when chaning turn
local actturn = math.floor(game.turn / (game.zone.wilderness and 10000 or 10))
local actturn = math.floor(game.turn / (game.zone.wilderness and 1000 or 10))
if not self.last_act_turn then self.last_act_turn = actturn - 1 end
for i = 1, actturn - self.last_act_turn do self:actTurn() end
self.last_act_turn = actturn
......
......@@ -565,11 +565,11 @@ function _M:changeLevel(lev, zone, keep_old_lev, force_down)
-- Re add entities
self.level:addEntity(self.player)
self.player.last_act_turn = math.floor(self.turn / (self.zone.wilderness and 10000 or 10))
self.player.last_act_turn = math.floor(self.turn / (self.zone.wilderness and 1000 or 10))
if self.to_re_add_actors and not self.zone.wilderness then
for act, _ in pairs(self.to_re_add_actors) do
self.level:addEntity(act)
act.last_act_turn = math.floor(self.turn / (self.zone.wilderness and 10000 or 10))
act.last_act_turn = math.floor(self.turn / (self.zone.wilderness and 1000 or 10))
act:setTarget(nil)
if act.ai_state and act.ai_state.tactic_leash_anchor then
act.ai_state.tactic_leash_anchor = game.player
......
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