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-- alt_node fields (controls fields copied with cloneActor by default)
_M.clone_nodes = table.merge({running_fov=false, running_prev=false,
-- spawning/death fields:
make_escort=false, escort_quest=false, summon=false, on_added_to_level=false, on_added=false, clone_on_hit=false, on_die=false, die=false, self_ressurect=false,
-- AI fields:
on_acquire_target=false, seen_by=false,
-- NPC interaction:
on_take_hit=false, can_talk=false,
-- player fields:
puuid=false, quests=false, random_escort_levels=false, achievements=false, achievement_data=false, game_ender=false,
last_learnt_talents = false, died=false, died_times=false, killedBy=false, all_kills=false, all_kills_kind=false,
},_M.clone_nodes, true)
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_M.clone_nodes = {player=false, x=false, y=false,
fov_computed=false, fov={v={actors={}, actors_dist={}}}, distance_map={v={}},
_mo=false, _last_mo=false, add_displays=false,
shader=false, shader_args=false,
}
So here are a couple things that causes:
- When the recursive cloning reaches Corpathus, it removes the "summon" field on Corpathus - that field stores the function Corpathus uses to summon blightspawn. So when your Warden's Call clone tries to summon a blightspawn it gets an error instead.
- When it reaches Wintertide it removes the "x" and "y" fields of its "winterStorm" table, resulting in errors if you (or Greater Mummy Lord) have a winter storm going and then you use Forgery of Haze or whatever.
And probably a bunch more difficult-to-track-down bugs. Shouldn't it only remove these fields from the actor themselves?