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class:bindHook("ToME:load", function(self, data)
local Talents = require "engine.interface.ActorTalents"
local TD = Talents.talents_def
if TD.T_ATTUNE_MINDSTAR then
TD.T_ATTUNE_MINDSTAR.action = function(self, t)
-- do nothing if disarmed
if self:attr("disarmed") then
return nil
end
local hasValidMindstar = function(who, slot)
local o = who:getInven(slot) and who:getInven(slot)[1]
if not o or not o.combat or not o.combat.talented == "mindstar" then
return nil
-- exclude fixedarts (those that don't teach Attune Mindstar)
elseif not o.wielder or not o.wielder.learn_talent or not o.wielder.learn_talent[who.T_ATTUNE_MINDSTAR] then
return nil
end
game.logPlayer(self, "Found a %s in %s", o:getName{do_color=1}, slot)
return o
end
local mh = hasValidMindstar(self, "MAINHAND")
local oh = hasValidMindstar(self, "OFFHAND")
local tk = hasValidMindstar(self, "PSIONIC_FOCUS")
-- find the first valid mindstar so we can switch all of them to the opposite of that one
local primary = mh or oh or tk
if not primary then
game.logPlayer(self, "You can't attune a mindstar you're not wielding!")
return
end
local wanted_damage_type = engine.DamageType.MIND
if primary.combat.damtype == engine.DamageType.MIND then
wanted_damage_type = engine.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)
end
end
end)
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