[SVN] Reporting the AOE stair cheese

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Stition
Higher
Posts: 64
Joined: Sun Nov 20, 2011 12:21 am

[SVN] Reporting the AOE stair cheese

#1 Post by Stition »

AOE's like maelstrom and inferno can be stacked 20+ times depending on global speed since they don't vanish when resting on level change. It's allowed me to get into dreadfell on madness with a solipsist and it's just tedious and unfun.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [SVN] Reporting the AOE stair cheese

#2 Post by Hachem_Muche »

Probably need to do a check when entering a level for player-sourced effects and remove them.

Edit: here's a patch to remove player-created effects when entering a level:

Code: Select all

 game/modules/tome/class/Player.lua | 8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/game/modules/tome/class/Player.lua b/game/modules/tome/class/Player.lua
index f6224d4..3c6999d 100644
--- a/game/modules/tome/class/Player.lua
+++ b/game/modules/tome/class/Player.lua
@@ -154,6 +154,14 @@ function _M:onEnterLevel(zone, level)
 		end
 	end
 	for i, eff_id in ipairs(effs) do self:removeEffect(eff_id) end
+	
+	-- Clear existing player created effects on the map
+	for i, eff in ipairs(level.map.effects) do
+		if eff.src and eff.src == game.player then
+			eff.duration = 0
+			eff.grids = {}
+		end
+	end
 end
 
 function _M:onEnterLevelEnd(zone, level)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: [SVN] Reporting the AOE stair cheese

#3 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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