[1.2.2] Combination kick disables all sustains.

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Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

[1.2.2] Combination kick disables all sustains.

#1 Post by Alisar »

talents/unarmed-discipline.lua lines 58-74

Code: Select all

		local talents = {}

		for i = 1, t.getStrikes(self, t) do
			local hit = self:attackTarget(target, nil, t.getDamage(self, t), true)
			if hit then
				for tid, active in pairs(target.sustain_talents) do
					if active then
						local talent = target:getTalentFromId(tid)
						if t.checkType(self, t, talent) then talents[tid] = talent.name end
					end
				end
			end
		end

		for k, v in pairs(talents) do
			target:forceUseTalent(k, {ignore_energy=true})
		end
It's supposed to clear one sustain per hit, instead it adds every one it can to the list on hit and clears them all after.

Discovered thanks to the themuffinthief for noticing he disabled nine sustains at once.

themuffinthief
Halfling
Posts: 81
Joined: Sat May 11, 2013 6:58 pm

Re: [1.2.2] Combination kick disables all sustains.

#2 Post by themuffinthief »

Alisar wrote: It's supposed to clear one sustain per hit, instead it adds every one it can to the list on hit and clears them all after.

Discovered thanks to the themuffinthief for noticing he disabled nine sustains at once.
And it only took until High Peak 2 to notice...but hey, for 5 combo points you can disable all enemy sustains 5 times each! Efficiency!

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: [1.2.2] Combination kick disables all sustains.

#3 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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