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yutio888
Tales of MajEyal
Commits
b944de8d
Commit
b944de8d
authored
4 years ago
by
Recaiden
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Recall Minions will only place them in walls if they can pass_wall i.e. Dreads
parent
0c1377a2
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1 changed file
game/modules/tome/data/talents/spells/master-necromancer.lua
+4
-1
4 additions, 1 deletion
game/modules/tome/data/talents/spells/master-necromancer.lua
with
4 additions
and
1 deletion
game/modules/tome/data/talents/spells/master-necromancer.lua
+
4
−
1
View file @
b944de8d
...
@@ -125,10 +125,12 @@ newTalent{
...
@@ -125,10 +125,12 @@ newTalent{
local
stats
=
necroArmyStats
(
self
)
local
stats
=
necroArmyStats
(
self
)
if
stats
.
nb
==
0
then
return
end
if
stats
.
nb
==
0
then
return
end
local
spots
,
spots_hostile
=
{},
{}
local
spots
,
spots_hostile
,
spots_wall
=
{},
{},
{}
self
:
projectApply
({
type
=
"ball"
,
radius
=
1
},
self
.
x
,
self
.
y
,
Map
.
TERRAIN
,
function
(
_
,
x
,
y
)
self
:
projectApply
({
type
=
"ball"
,
radius
=
1
},
self
.
x
,
self
.
y
,
Map
.
TERRAIN
,
function
(
_
,
x
,
y
)
local
target
=
game
.
level
.
map
(
x
,
y
,
Map
.
ACTOR
)
local
target
=
game
.
level
.
map
(
x
,
y
,
Map
.
ACTOR
)
local
terrain
=
game
.
level
.
map
(
x
,
y
,
Map
.
TERRAIN
)
if
target
and
self
:
reactionToward
(
target
)
<
0
then
spots_hostile
[
#
spots_hostile
+
1
]
=
{
x
=
x
,
y
=
y
,
foe
=
target
}
if
target
and
self
:
reactionToward
(
target
)
<
0
then
spots_hostile
[
#
spots_hostile
+
1
]
=
{
x
=
x
,
y
=
y
,
foe
=
target
}
elseif
not
target
and
terrain
and
terrain
.
does_block_move
then
spots_wall
[
#
spots_wall
+
1
]
=
{
x
=
x
,
y
=
y
}
elseif
not
target
then
spots
[
#
spots
+
1
]
=
{
x
=
x
,
y
=
y
}
elseif
not
target
then
spots
[
#
spots
+
1
]
=
{
x
=
x
,
y
=
y
}
end
end
end
)
end
)
...
@@ -137,6 +139,7 @@ newTalent{
...
@@ -137,6 +139,7 @@ newTalent{
local
m
=
rng
.
tableRemove
(
stats
.
list
)
local
m
=
rng
.
tableRemove
(
stats
.
list
)
if
not
m
then
break
end
if
not
m
then
break
end
local
spot
=
rng
.
tableRemove
(
spots_hostile
)
local
spot
=
rng
.
tableRemove
(
spots_hostile
)
if
not
spot
and
m
.
can_pass
and
m
.
can_pass
.
pass_wall
then
spot
=
rng
.
tableRemove
(
spots_wall
)
end
if
not
spot
then
spot
=
rng
.
tableRemove
(
spots
)
end
if
not
spot
then
spot
=
rng
.
tableRemove
(
spots
)
end
if
not
spot
then
break
end
if
not
spot
then
break
end
...
...
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