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getTextualDesc()
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getPriceFlags()
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number
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table
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local type_of_v=_G.type(v[1])
local tmp_v=0
if type_of_v=="number" then tmp_v=v[1]
elseif type_of_v=="table" then
--[[ MIND, WINTER, ARCANE_SILENCE, FIREBURN, FIRE_STUN, GOLEM_FIREBURN, FIRE_DRAIN, FLAMESHOCK, ICE, ICE_SLOW, COLDNEVERMOVE,
LIGHTNING_DAZE, WAVE, BLOODSPRING, FIREKNOCKBACK, FIREKNOCKBACK_MIND, DARKKNOCKBACK, SPELLKNOCKBACK, PHYSKNOCKBACK,
POISON, SPYDRIC_POISON, CRIPPLING_POISON, INSIDIOUS_POISON, SLIME, CONFUSION, RANDOM_CONFUSION, RANDOM_CONFUSION_PHYS,
RANDOM_BLIND, SAND, PINNING, DRAINEXP, DRAINLIFE, DRAIN_VIM, CORRUPTED_BLOOD, GRAVITY, GRASPING_MOSS, NOURISHING_MOSS,
SLIPPERY_MOSS, HALLUCINOGENIC_MOSS, IMPLOSION, CLOCK, WASTING, RETHREAD, DEVOUR_LIFE, CHRONOSLOW, RIGOR_MORTIS,
ABYSSAL_SHROUD, LEAVES, DISTORTION, DREAMFORGE, MUCUS, ACID_DISARM, ACID_CORRODE, BOUNCE_SLIME, CAUSTIC_MIRE, TK_PUSHPIN,
DIMENSIONAL_ANCHOR, STATIC_NET, BLIGHT_POISON
]]--
if v[1].dam then tmp_v=v[1].dam
-- FREEZE
elseif v[1].hp then tmp_v=v[1].hp
-- FEARKNOCKBACK
elseif v[1].dist then tmp_v=v[1].dist
-- BREAK_STEALTH, BLINDCUSTOMMIND
elseif v[1].power then tmp_v=v[1].power
-- SILENCE
elseif v[1].power_check then tmp_v=v[1].power_check
-- CONGEAL_TIME
elseif v[1].slow then tmp_v=v[1].slow
-- WEAKNESS
elseif v[1].incDamage then tmp_v=v[1].incDamage
-- RANDOM_WARP
elseif v[1].apply_power then tmp_v=v[1].apply_power
end
end
There're probably other places that need to be changed as well but I haven't triggered them yet.
I also changed
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getPrice()
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if self.__price_level_mod and self.__price_level_mod==0 then return 0 end
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base = base * self.__price_level_mod
(the game seems not to be made with cursed items in mind - I haven't found a way yet to allow unequipping only after criteria are met)