Couldn't post an error report from the game, so doing it here -
if you load a game with Battle Trance turned on, the game starts dishing out error messages, fast and infinitely, so you can't do anything.
Looks like it is trying to calculate if Battle Trance state should break (and confuse you).
The workaround is to press "i" immediately after load and take the chalice off.
[1.0.4 3.9.41]Bug with Battle Trance from Honeywood Chalice
Moderator: Moderator
-
- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: [1.0.4 3.9.41]Bug with Battle Trance from Honeywood Chal
This is caused by a bug in the definition of the Battle Trance talent. Fix:
Code: Select all
game/modules/tome/data/talents/misc/objects.lua | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/game/modules/tome/data/talents/misc/objects.lua b/game/modules/tome/data/talents/misc/objects.lua
index 71e8769..4a7c91d 100644
--- a/game/modules/tome/data/talents/misc/objects.lua
+++ b/game/modules/tome/data/talents/misc/objects.lua
@@ -362,22 +362,22 @@ newTalent{
cooldown = 15,
no_energy = true,
activate = function(self, t)
- t.trance_counter = 0
local ret = {}
self:talentTemporaryValue(ret, "resists", {all=15})
self:talentTemporaryValue(ret, "combat_mindpower", -15)
self:talentTemporaryValue(ret, "combat_mentalresist", 20)
+ ret.trance_counter = 0
return ret
end,
deactivate = function(self, t, p)
- t.trance_counter = nil
return true
end,
callbackOnAct = function(self, t)
- t.trance_counter = t.trance_counter + 1
- if t.trance_counter <= 6 then return end
-
- if rng.percent((t.trance_counter - 5) * 2) then
+ local tt = self:isTalentActive(t.id)
+ if not tt then return end
+ tt.trance_counter = tt.trance_counter + 1
+ if tt.trance_counter <= 5 then return end
+ if rng.percent((tt.trance_counter - 5) * 2) then
self:forceUseTalent(self.T_BATTLE_TRANCE, {ignore_energy=true})
self:setEffect(self.EFF_CONFUSED, 4, {power=40})
game.logPlayer(self, "You overdose on the honeyroot sap!")