Bug fixes

master
a327ex 2021-06-25 22:45:11 -03:00
parent 8acbd6b1ae
commit 1f3c639560
4 changed files with 14 additions and 7 deletions

View File

@ -562,7 +562,7 @@ function Arena:quit()
steam.userStats.storeStats() steam.userStats.storeStats()
end end
if self.psyker_level >= 2 then if self.psyker_level >= 1 then
state.achievement_psykers_win = true state.achievement_psykers_win = true
system.save_state() system.save_state()
steam.userStats.setAchievement('PSYKERS_WIN') steam.userStats.setAchievement('PSYKERS_WIN')

View File

@ -725,7 +725,7 @@ function init()
} }
character_effect_descriptions = { character_effect_descriptions = {
['vagrant'] = function() return '[yellow]+10%[fg] damage and [yellow]+10%[fg] attack speed per active set' end, ['vagrant'] = function() return '[yellow]+15%[fg] attack speed and damage per active set' end,
['swordsman'] = function() return "[fg]the swordsman's damage is [yellow]doubled" end, ['swordsman'] = function() return "[fg]the swordsman's damage is [yellow]doubled" end,
['wizard'] = function() return '[fg]the projectile chains [yellow]2[fg] times' end, ['wizard'] = function() return '[fg]the projectile chains [yellow]2[fg] times' end,
['magician'] = function() return '[fg]the magician becomes invulnerable for [yellow]6[fg] seconds but also cannot attack' end, ['magician'] = function() return '[fg]the magician becomes invulnerable for [yellow]6[fg] seconds but also cannot attack' end,
@ -782,7 +782,7 @@ function init()
} }
character_effect_descriptions_gray = { character_effect_descriptions_gray = {
['vagrant'] = function() return '[light_bg]+10% damage and +10% attack speed per active set' end, ['vagrant'] = function() return '[light_bg]+15% attack speed and damage per active set' end,
['swordsman'] = function() return "[light_bg]the swordsman's damage is doubled" end, ['swordsman'] = function() return "[light_bg]the swordsman's damage is doubled" end,
['wizard'] = function() return '[light_bg]the projectile chains 3 times' end, ['wizard'] = function() return '[light_bg]the projectile chains 3 times' end,
['magician'] = function() return '[light_bg]the magician becomes invulnerable for 6 seconds but also cannot attack' end, ['magician'] = function() return '[light_bg]the magician becomes invulnerable for 6 seconds but also cannot attack' end,
@ -938,7 +938,7 @@ function init()
['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+25[light_bg]/[' .. ylb2(lvl) .. ']+50 [fg]defense to allied warriors' end, ['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+25[light_bg]/[' .. ylb2(lvl) .. ']+50 [fg]defense to allied warriors' end,
['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']-15[light_bg]/[' .. ylb2(lvl) .. ']-30 [fg]enemy defense' end, ['mage'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']-15[light_bg]/[' .. ylb2(lvl) .. ']-30 [fg]enemy defense' end,
['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']15%[light_bg]/[' .. ylb2(lvl) .. ']30% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end, ['rogue'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']15%[light_bg]/[' .. ylb2(lvl) .. ']30% [fg]chance to crit to allied rogues, dealing [yellow]4x[] damage' end,
['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+30% [fg]healing effectiveness' end, ['healer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+8%[light_bg]/[' .. ylb2(lvl) .. ']+16% [fg] chance for enemies to drop healing orbs on death' end,
['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]damage to all allies' end, ['enchanter'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]damage to all allies' end,
['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]area damage and size to allied nukers' end, ['nuker'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+15%[light_bg]/[' .. ylb2(lvl) .. ']+25% [fg]area damage and size to allied nukers' end,
['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]summon damage and duration' end, ['conjurer'] = function(lvl) return '[' .. ylb1(lvl) .. ']2[light_bg]/[' .. ylb2(lvl) .. ']4 [fg]- [' .. ylb1(lvl) .. ']+25%[light_bg]/[' .. ylb2(lvl) .. ']+50% [fg]summon damage and duration' end,

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@ -2288,7 +2288,7 @@ function Projectile:on_trigger_enter(other, contact)
other:apply_dot((self.crit and 4*self.dmg or self.dmg/2)*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 3) other:apply_dot((self.crit and 4*self.dmg or self.dmg/2)*(self.dot_dmg_m or 1)*(main.current.chronomancer_dot or 1), 3)
end end
if self.parent.chain_infused then if self.parent and self.parent.chain_infused then
local units = self.parent:get_all_units() local units = self.parent:get_all_units()
local stormweaver_level = 0 local stormweaver_level = 0
for _, unit in ipairs(units) do for _, unit in ipairs(units) do
@ -2323,7 +2323,7 @@ function Projectile:on_trigger_enter(other, contact)
other:push(self.knockback*(self.knockback_m or 1), self.r) other:push(self.knockback*(self.knockback_m or 1), self.r)
end end
if self.parent.explosive_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then if self.parent and self.parent.explosive_arrow and table.any(self.parent.classes, function(v) return v == 'ranger' end) then
if random:bool((self.parent.explosive_arrow == 1 and 10) or (self.parent.explosive_arrow == 2 and 20) or (self.parent.explosive_arrow == 3 and 30)) then if random:bool((self.parent.explosive_arrow == 1 and 10) or (self.parent.explosive_arrow == 2 and 20) or (self.parent.explosive_arrow == 3 and 30)) then
_G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5} _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*32, color = self.color, Area{group = main.current.effects, x = self.x, y = self.y, r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*32, color = self.color,
@ -2332,7 +2332,7 @@ function Projectile:on_trigger_enter(other, contact)
end end
end end
if self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then if self.parent and self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then
if random:bool(20) then if random:bool(20) then
DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1} DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg*(self.parent.dot_dmg_m or 1), void_rift = true, duration = 1}
end end

7
todo
View File

@ -97,6 +97,8 @@ Loop Update
https://i.imgur.com/G9DosVw.png - lasting 7 bug https://i.imgur.com/G9DosVw.png - lasting 7 bug
https://i.imgur.com/8he1WDm.png - infinite money https://i.imgur.com/8he1WDm.png - infinite money
https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png https://i.imgur.com/0wZ5wma.png - max unit bugged when changing ng mid run, https://i.imgur.com/qrExpq5.png
https://i.imgur.com/Ad13Cyo.png
if undead from lasting 7 gets healed it becomes immortal
--- ---
@ -146,6 +148,11 @@ Unit ideas - https://i.imgur.com/VNMS2YV.png
Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783693969554/ Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3069747783693969554/
Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3046104336668792953/ Unit ideas - https://steamcommunity.com/app/915310/discussions/0/3046104336668792953/
Draft system
Ban system
Class select
Random select
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