[git rev4969]need rename

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zhouwei_e
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Posts: 35
Joined: Tue Feb 14, 2012 10:01 am

[git rev4969]need rename

#1 Post by zhouwei_e »

game\modules\tome\data\talents\misc\artifacts.lua
change to
game\modules\tome\data\talents\misc\objects.lua

zhouwei_e
Cornac
Posts: 35
Joined: Tue Feb 14, 2012 10:01 am

Re: [git rev4969]need rename

#2 Post by zhouwei_e »

not complete version,give up~~

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [git rev4969]need rename

#3 Post by edge2054 »

^^ edit: Yeah, DG missed a lot of files that needed to be added. I should have been more explicit in my email.

double edit: Here's the rest of it zhouwei_e if you (or anyone else) want to look it over in the mean time https://gitorious.org/~edge2054/te4/edg ... ff_changes

These files should also be added.

create mode 100644 game/modules/tome/data/chats/command-staff.lua
create mode 100644 game/modules/tome/data/chats/ward.lua
create mode 100644 game/modules/tome/data/gfx/particles/ward.lua
create mode 100644 game/modules/tome/dialogs/SentientWeapon.lua

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [git rev4969]need rename

#4 Post by edge2054 »

Also Darkgod, my two most recent patches for this.

Code: Select all

From 5dc1ac9d7f6a84a92d1515cd5fc06bc8b3a48c08 Mon Sep 17 00:00:00 2001
From: Eric Wykoff <ericwykoff@yahoo.com>
Date: Thu, 15 Mar 2012 11:31:02 -0500
Subject: [PATCH] fixes

---
 game/modules/tome/data/chats/command-staff.lua     |    1 +
 game/modules/tome/data/chats/ward.lua              |    6 +++---
 .../tome/data/general/objects/egos/staves.lua      |    2 +-
 3 files changed, 5 insertions(+), 4 deletions(-)

diff --git a/game/modules/tome/data/chats/command-staff.lua b/game/modules/tome/data/chats/command-staff.lua
index c625070..7a76192 100644
--- a/game/modules/tome/data/chats/command-staff.lua
+++ b/game/modules/tome/data/chats/command-staff.lua
@@ -129,6 +129,7 @@ local function set_element(element, new_flavor, player)
 
 	update_table(dam_tables[o.flavor_name], dam_tables[new_flavor], o.combat.damtype, element, "inc_damage", dam, o.combat.is_greater)
 	if o.combat.of_warding then update_table(dam_tables[o.flavor_name], dam_tables[new_flavor], o.combat.damtype, element, "wards", 2, o.combat.is_greater) end
+	if o.combat.of_greater_warding then update_table(dam_tables[o.flavor_name], dam_tables[new_flavor], o.combat.damtype, element, "wards", 3, o.combat.is_greater) end
 	if o.combat.of_breaching then update_table(dam_tables[o.flavor_name], dam_tables[new_flavor], o.combat.damtype, element, "resists_pen", dam/2, o.combat.is_greater) end
 	if o.combat.of_protection then update_table(dam_tables[o.flavor_name], dam_tables[new_flavor], o.combat.damtype, element, "resists", dam/2, o.combat.is_greater) end
 
diff --git a/game/modules/tome/data/chats/ward.lua b/game/modules/tome/data/chats/ward.lua
index c299820..01e1108 100644
--- a/game/modules/tome/data/chats/ward.lua
+++ b/game/modules/tome/data/chats/ward.lua
@@ -62,9 +62,9 @@ newChat{ id="welcome",
 			cond = function() return has_ward(DamageType.TEMPORAL) end,
 			action = function() return set_ward(DamageType.TEMPORAL, (src.wards[DamageType.TEMPORAL] or 0)) end,
 		},
-		{"Nature ["..(src.wards[DamageType.NATURE] or 0).."]", 
-			cond = function() return has_ward(DamageType.NATURE) end,
-			action = function() return set_ward(DamageType.NATURE, (src.wards[DamageType.NATURE] or 0)) end,
+		{"Physical ["..(src.wards[DamageType.PHYSICAL] or 0).."]", 
+			cond = function() return has_ward(DamageType.PHYSICAL) end,
+			action = function() return set_ward(DamageType.PHYSICAL, (src.wards[DamageType.PHYSICAL] or 0)) end,
 		},
 		{"Blight ["..(src.wards[DamageType.BLIGHT] or 0).."]", 
 			cond = function() return has_ward(DamageType.BLIGHT) end,
diff --git a/game/modules/tome/data/general/objects/egos/staves.lua b/game/modules/tome/data/general/objects/egos/staves.lua
index 2982802..cc46a43 100644
--- a/game/modules/tome/data/general/objects/egos/staves.lua
+++ b/game/modules/tome/data/general/objects/egos/staves.lua
@@ -398,7 +398,7 @@ newEntity{
 		},
 		wards = {},
 	},
-	combat = {of_warding = true},
+	combat = {of_greater_warding = true},
 	resolvers.genericlast(function(e)
 		for d, v in pairs(e.wielder.inc_damage) do
 			e.wielder.wards[d] = 3
-- 
1.7.6

Code: Select all

From e10da0005ae8e30925a7fa9d58b47569ecf72624 Mon Sep 17 00:00:00 2001
From: Eric Wykoff <ericwykoff@yahoo.com>
Date: Thu, 15 Mar 2012 13:58:45 -0500
Subject: [PATCH] better

---
 game/modules/tome/data/damage_types.lua |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/game/modules/tome/data/damage_types.lua b/game/modules/tome/data/damage_types.lua
index 6ac77bd..09c0a5b 100644
--- a/game/modules/tome/data/damage_types.lua
+++ b/game/modules/tome/data/damage_types.lua
@@ -1250,7 +1250,7 @@ newDamageType{
 
 -- Drain Life
 newDamageType{
-	name = "drain life", type = "DRAINLIFE",
+	name = "drain life", type = "DRAINLIFE", text_color = "#DARK_GREEN#",
 	projector = function(src, x, y, type, dam)
 		if _G.type(dam) == "number" then dam = {dam=dam, healfactor=0.4} end
 		local target = game.level.map(x, y, Map.ACTOR) -- Get the target first to make sure we heal even on kill
-- 
1.7.6

If you don't apply these manually I'll roll them into the next big patch I send you.

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