- Jun 23, 2015
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DarkGod authored
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- Jun 22, 2015
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DarkGod authored
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- Jun 21, 2015
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DarkGod authored
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DarkGod authored
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DarkGod authored
NPC Object Use This change allows NPCs to use activatable objects. This is a fairly large commit with some (minor) engine changes. Basically, when a usable object is added to an Actor inventory (and can be activated -- generally worn in the appropriate slot, .no_inventory_access not true), the Actor may get a (hidden) talent that can be activated to use the power. These are a new class of talents (.is_object_use) with a new flag (.never_fail) that prevents them from being interfered with by most actor effects. They are available to the player via the UseTalent dialog in a new section, and the usual automatic use, confirmation and ai_tactical weights are supported. (The parameters follow the object if they are moved within the party, as appropriate.) Objects that use a talent for their power generally don't need any changes, but use_power and use_simple generally must include extra data/functions (range, radius, target, tactical) with the power definition for the ai to use them properly, similar to the structure for talent definitions. Generic powers with no tactical info will generally not be used by the tactical ai due to low weights, while dumb ai types may use them randomly. (See the header section of mod.class.interface.ActorObjectUse.) In summary: Objects with a .use_power field are usable unless .no_npc_use (which may be a function(obj, who)) is true. For these items: use_power = { name = constant or function(object, who), description of the power for the user power = number, power points used when activated use = function(object, who), called when the object is used, should include all effects and special log messages target = table or function(object, who), targeting parameters (interpreted by engine.Target:getType and used by the AI when targeting the power) requires_target<optional> = boolean or function(object, who), if true, the ai will not use the power if it's target is out of range, should generally be false for powers that target the user tactical = {TACTIC1 = constant or function(who, t, aitarget), TACTIC2 = constant or function(who, t, aitarget), ...} tactics table for interpretation by by the tactical AI (mod.ai.tactical.lua), uses the same format as talents, t is the talent defined here range<optional> = number or function(object, who), should be defined here to allow the AI to determine the range of the power for targeting other Actors with the power, defaults to 1 radius<optional> = number or function(object, who), as range, defaults to 0 on_pre_use<optional> = function(object, who), optional function (similar to talent.on_pre_use, to test if the power is usable via the talents defined here (return true to allow use) on_pre_use_ai<optional> = function(object, who), like on_pre_use, but only called by the AI, generally used to make the ai smarter by telling it when not to use the power } The raw talent level of the activation talent(defined here) equals the material level of the object. Objects with a .use_simple field (uniquely defined, mostly for consumables), are not usable unless .allow_npc_use (which can be a function(object, who) is true or the .tactical field is defined. They otherwise use the same format as .use_power. Objects with a .use_talent field use a defined talent as their power. They are usable if .allow_npc_use (which can be a function(object, who)) is true or talent.no_npc_use is not true and use_talent.no_npc_use (may be a function(object, who)) is not true. For these items: use_talent = { id = string, talent_id to use (i.e. Talents.T_ILLUMINATE) level = number, raw talent level for the power (uses the user's mastery levels) power = number, power points used when activated on_pre_use<optional> = function(who, t), override talent.on_pre_use function, t matches talent_id on_pre_use_ai<optional> = function(who, t), override talent.on_pre_use_ai function, t matches talent_id message<optional> = function(who, t), override talent use message if any, t matches talent_id } The raw talent level of the activation talent equals the talent level specified in use_talent. This commit updates charms(amulet, belt, boots, cloak, light-armor, mindstars, ranged, staves, torques, totems, wands, weapons), some fixed arts and most of the boss artifacts with the required fields to use the items. This includes fixing the ai tactical tables for several related talents. Randombosses and several types of NPC's (with tactical AI) get a usable charm (in the tool slot). Most of the general fixed-arts (those without use_talent) still need to be updated.
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- Jun 20, 2015
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DarkGod authored
Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
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DarkGod authored
New string.prefix and string.suffix functions Deus Ex Machina achievement altered and now possible to get
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- Jun 18, 2015
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
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- Jun 17, 2015
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DarkGod authored
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- Jun 16, 2015
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Undeads Alters a variety of Undead enemies and the Blighted Ruins enemies. Should reduce the frequency of level < 5 characters being squished by a standard undead, by adding in a couple extra critters and bumping the levels up on the rest. This will make the Ruins of Kor'Pul and the Blighted Ruins a little easier. The Bone Giant base has had its dex reduced by 30, but its movement speed increased by 50%. This is done to stop the Half Finished Bone Giant having 40ish dex which made it rather annoying if it rolls a shield rune. It doesn't get the movement speed bonus though. Vampire and Wight minimum levels were also altered. They had a tendency to introduce themselves to the player on the same dungeon floor, rather than in a tiered progression. Wight talents were also tweaked so they aren't all the same. All the Skeletons have been given descriptions by Hogulus. Added an elite Skeleton Ninja for FUN. Could do with some focus group testing and a few new tiles for the skeletons.
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- Jun 12, 2015
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Hachem_Muche authored
More active object settings cleanup.
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- Jun 11, 2015
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DarkGod authored
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Hachem_Muche authored
Conflicts: game/modules/tome/data/talents/techniques/sling.lua
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- Jun 10, 2015
- Jun 08, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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HousePet authored
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- Jun 05, 2015
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DarkGod authored
Typos be gone! Fixing typos and grammar for 1.3.2
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- Jun 04, 2015
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stuntofthelitter authored
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- Jun 02, 2015
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DarkGod authored
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DarkGod authored
Occasional turn loss fix. Game.tick now creates a copy of entitites' list to iterate over since iterating over a table while modifying it is undefined. tickLevel now adjusts indices accordingly when entity is added or removed.
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DarkGod authored
Reaver tweaks Added Rot and Blight trees to Reaver, buffed Corrosive Worm/Poison Storm
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DarkGod authored
Mindslayer corrections Hi DarkGod :smiling_cat_face_with_heart_shaped_eyes: Removes the rest of is_psionic_focus and makes Icy Kill non-metallic.
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- May 30, 2015
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HousePet authored
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HousePet authored
Tweaks Skeletons, Vampires and Wights to improve the spread of spawns across levels. Makes Wights a little more different to themselves. Adds a degenerated skeleton archer and skeleton magus which might need new icons. Should reduce the instances of nasty skeletons appearing too early.
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- May 28, 2015
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HousePet authored
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- May 27, 2015
- May 03, 2015
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DarkGod authored
Archery woes (review?) Since Shoot talent does not account for the run-out ammo in its pre_usee and just returns nil from action in that case (I believe that is intended for either player misuse or difficult scenarios), and as error message of not having one of two things equipped in exactly the right fashion have always been the same confusiong snippet through all archery talents, I've decided to unify the pre use check for all archery. It comes in two fashions, counting wardens in and not counting wardens in; if desirable, those could be joined for added adventurer benefit, but I just left things as they are. Playtesting suggests it indeed is working as intended now. If there's anything to add to the picture while I'm at it, or if there are any problems, please comment.
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- May 02, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Corrected tactical tables for talents used by artifacts. Draebor is even more annoying.
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