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[svn, patch]Gather the Threads doesn't prevent new timelines

Posted: Tue May 03, 2011 6:42 pm
by complexityQuantifier
The checkTimeline function is using the wrong name for the See the Threads effect, so you can start other offshoot timelines during See the Threads. (The game crashed when I tried this, unsurprisingly.)

Code: Select all

Index: game/modules/tome/data/talents/chronomancy/chronomancer.lua
===================================================================
--- game/modules/tome/data/talents/chronomancy/chronomancer.lua	(revision 3308)
+++ game/modules/tome/data/talents/chronomancy/chronomancer.lua	(working copy)
@@ -123,8 +123,8 @@
 end
 
 checkTimeline = function(self)
-	if self:isTalentActive(self.T_DOOR_TO_THE_PAST) or self:hasEffect(self.EFF_SEE_THE_THREADS) or self:hasEffect(self.EFF_PRECOGNITION) or self:hasEffect(self.EFF_PARADOX_CLONE) or self:hasEffect(self.EFF_IMMINENT_PARADOX_CLONE) then
-		game.logPlayer(self, "The timeline is to fractured right now to use this ability.")
+	if self:isTalentActive(self.T_DOOR_TO_THE_PAST) or self:hasEffect(self.EFF_SEE_THREADS) or self:hasEffect(self.EFF_PRECOGNITION) or self:hasEffect(self.EFF_PARADOX_CLONE) or self:hasEffect(self.EFF_IMMINENT_PARADOX_CLONE) then
+		game.logPlayer(self, "The timeline is too fractured right now to use this ability.")
 		return true
 	else
 		return false
(The patch also fixes a nearby typo).