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Thread Walk abuse

Posted: Thu Jun 08, 2017 10:49 am
by Tyren
Melee Thread Walk can be used indefinitely in the same turn.

1. Make a confined play area like a zigzag tunnel.
2. If you can't directly observe where you end up: Melee Thread Walk an enemy any number of times.

A quick fix:

Code: Select all

-        self:attackTarget(target, nil, t.getDamage(self, t), true)
        
        -- Find a good spot to shoot from
        local range = 5
        local weapon = self:hasArcheryWeaponQS()
        if weapon then range = weapon.combat.range end
        local poss = {}
        game.logPlayer(self, "range %d", range)
        for i = x - range, x + range do
        for j = y - range, y + range do
        if game.level.map:isBound(i, j) and
        core.fov.distance(x, y, i, j) <= range and -- make sure they're within arrow range
        core.fov.distance(i, j, self.x, self.y) >= range/2 and
        self:canMove(i, j) and target:hasLOS(i, j) then
        poss[#poss+1] = {i,j}
                end
                end
                end
-               if #poss == 0 then return game.logSeen(self, "The spell fizzles!") end
+              if #poss == 0 then return game.logSeen(self, "The spell fizzles!")
+              else self:attackTarget(target, nil, t.getDamage(self, t), true) end

Re: Thread Walk abuse

Posted: Wed May 02, 2018 6:55 pm
by Tyren
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