[svn, patch]Gather the Threads doesn't prevent new timelines
Posted: Tue May 03, 2011 6:42 pm
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.)
(The patch also fixes a nearby typo).
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