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debugmsg( "Must use an activation eoc for a bionic activation. If you don't want the effect_on_condition to happen on its own (without the bionic being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this bionic with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a bionic activation", "bionic being activated", "bionic" );
debugmsg( "Must use an activation eoc for a bionic deactivation. If you don't want the effect_on_condition to happen on its own (without the bionic being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this bionic with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a bionic deactivation", "bionic being activated", "bionic" );
debugmsg( "Must use an activation eoc for a bionic process. If you don't want the effect_on_condition to happen on its own (without the bionic being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this bionic with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a bionic process", "bionic being activated", "bionic" );
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}
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// Bionic effects on every turn they are active go here.
debugmsg( "Must use an activation eoc for a recipe. If you don't want the effect_on_condition to happen on its own, remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this recipe with its condition and effects, then have a recurring one queue it." );
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for( int i = 0; i < batch_size; i++ ) {
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eoc->activate_activation_only( d, "a recipe", "crafting", "recipe" );
debugmsg( "Must use an activation eoc for a damage type effect. If you don't want the effect_on_condition to happen on its own (without the damage type effect being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this damage type with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a damage type effect", "damage type effect being activated",
debugmsg( "Must use an activation eoc for a damage type effect. If you don't want the effect_on_condition to happen on its own (without the damage type effect being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this damage type with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a damage type effect", "damage type effect being activated",
"Must use an activation eoc for %s%s%s%s. Otherwise, create a non-recurring effect_on_condition for this %s%swith its condition and effects, then have a recurring one queue it.",
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text1,
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text2.empty() ? "" :
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". If you don't want the effect_on_condition to happen on its own (without the ",
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text2,
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text2.empty() ? "" : "), remove the recurrence min and max.",
debugmsg( "Must use an activation eoc for OMT movement. Otherwise, create a non-recurring effect_on_condition for this with its condition and effects, then have a recurring one queue it." );
debugmsg( "Must use an activation eoc for OMT movement. Otherwise, create a non-recurring effect_on_condition for this with its condition and effects, then have a recurring one queue it." );
debugmsg( "Must use an activation eoc for activation. If you don't want the effect_on_condition to happen on its own (without the item's involvement), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this item with its condition and effects, then have a recurring one queue it." );
debugmsg( "Must use an activation eoc for a spell. If you don't want the effect_on_condition to happen on its own (without the spell being cast), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this spell with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a spell", "spell being cast", "spell" );
Copy file name to clipboardExpand all lines: src/martialarts.cpp
+2-5Lines changed: 2 additions & 5 deletions
Original file line number
Diff line number
Diff line change
@@ -1304,11 +1304,8 @@ void martialart::activate_eocs( Character &u,
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{
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for( const effect_on_condition_id &eoc : eocs ) {
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dialogue d( get_talker_for( u ), nullptr );
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if( eoc->type == eoc_type::ACTIVATION ) {
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eoc->activate( d );
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} else {
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debugmsg( "Must use an activation eoc for a martial art activation. If you don't want the effect_on_condition to happen on its own (without the martial art being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this martial art with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a martial art activation", "martial art being activated",
dialogue d( get_talker_for( *this ), get_talker_for( t ) );
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if( eoc->type == eoc_type::ACTIVATION ) {
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eoc->activate( d );
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} else {
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debugmsg( "Must use an activation eoc for a technique activation. If you don't want the effect_on_condition to happen on its own (without the technique being activated), remove the recurrence min and max. Otherwise, create a non-recurring effect_on_condition for this technique with its condition and effects, then have a recurring one queue it." );
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}
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eoc->activate_activation_only( d, "a technique activation", "technique being activated",
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