[b38]Eldritch Vines fix

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
zhouwei_e
Cornac
Posts: 35
Joined: Tue Feb 14, 2012 10:01 am

[b38]Eldritch Vines fix

#1 Post by zhouwei_e »

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

Post Reply