diff options
author | Rabbit Whispers <us@starfall.systems> | 2025-06-14 19:06:40 -0500 |
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committer | Rabbit Whispers <us@starfall.systems> | 2025-06-14 19:06:40 -0500 |
commit | 164f72cc2fd73fca01ec5efc19c9dfe8a73f3dfe (patch) | |
tree | 238db9934518f3c5ab5c593411f288f6f0934f0e /auto-tune/hooks/load.lua | |
parent | ddb751b02017bd003c39cc0ad970990c58361c52 (diff) |
auto-tune: clean up code a little bit
Diffstat (limited to 'auto-tune/hooks/load.lua')
-rw-r--r-- | auto-tune/hooks/load.lua | 26 |
1 files changed, 14 insertions, 12 deletions
diff --git a/auto-tune/hooks/load.lua b/auto-tune/hooks/load.lua index 1e3a421..ec15beb 100644 --- a/auto-tune/hooks/load.lua +++ b/auto-tune/hooks/load.lua @@ -1,9 +1,9 @@ class:bindHook("ToME:load", function(self, data) local Talents = require "engine.interface.ActorTalents" - local TD = Talents.talents_def + local DamageType = require "engine.DamageType" - if TD.T_ATTUNE_MINDSTAR then - TD.T_ATTUNE_MINDSTAR.action = function(self, t) + if Talents.talents_def.T_ATTUNE_MINDSTAR then + Talents.talents_def.T_ATTUNE_MINDSTAR.action = function(self, t) -- do nothing if disarmed if self:attr("disarmed") then return nil @@ -19,7 +19,6 @@ class:bindHook("ToME:load", function(self, data) return nil end - game.logPlayer(self, "Found a %s in %s", o:getName{do_color=1}, slot) return o end @@ -34,17 +33,20 @@ class:bindHook("ToME:load", function(self, data) return end - local wanted_damage_type = engine.DamageType.MIND - if primary.combat.damtype == engine.DamageType.MIND then - wanted_damage_type = engine.DamageType.NATURE + local wanted = DamageType.MIND + if primary.combat.damtype == DamageType.MIND then + wanted = DamageType.NATURE end -- update damage types - if mh then mh.combat.damtype = wanted_damage_type end - if oh then oh.combat.damtype = wanted_damage_type end - if tk then tk.combat.damtype = wanted_damage_type end - - game.logPlayer(self, "You attune your mindstar(s) to deal %s%s#LAST# damage.", engine.DamageType.dam_def[wanted_damage_type].text_color, engine.DamageType.dam_def[wanted_damage_type].name) + local attune = function (o, dt) + if not o then return end + o.combat.damtype = dt + game.logPlayer(self, "You attune your %s to deal %s%s#LAST# damage.", o:getName{do_color=1}, DamageType:get(dt).text_color, DamageType:get(dt).name) + end + attune(mh, wanted) + attune(oh, wanted) + attune(tk, wanted) end end end) |