[b38]Eldritch Vines fix
Posted: Thu Mar 08, 2012 8:29 pm
Code: Select all
game/modules/tome/data/timed_effects/physical.lua | 4 ++--
1 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/game/modules/tome/data/timed_effects/physical.lua b/game/modules/tome/data/timed_effects/physical.lua
index e50a6a2..484b605 100644
--- a/game/modules/tome/data/timed_effects/physical.lua
+++ b/game/modules/tome/data/timed_effects/physical.lua
@@ -1233,8 +1233,8 @@ newEffect{
return true
else
DamageType:get(DamageType.PHYSICAL).projector(eff.src or self, self.x, self.y, DamageType.PHYSICAL, eff.dam)
- if eff.src:knowTalent(eff.src.T_ELDRITCH_VINE) then
- local l = eff.src:getTalentLevel(eff.src.T_ELDRITCH_VINE)
+ if eff.src:knowTalent(eff.src.T_ELDRITCH_VINES) then
+ local l = eff.src:getTalentLevel(eff.src.T_ELDRITCH_VINES)
eff.src:incEquilibrium(-l / 4)
eff.src:incMana(l / 3)
end