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  1. Apr 29, 2020
  2. Apr 24, 2020
  3. Apr 23, 2020
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  5. Apr 21, 2020
  6. Apr 17, 2020
    • DarkGod's avatar
      Merge branch 'sleeping-dragons' into 'master' · 65f67b10
      DarkGod authored
      make sleep dragons neutral & make forced unique
      
      Your summons won't aggro it uncontrollably, also make its reward more alluring.
      
      See merge request !633
      65f67b10
    • DarkGod's avatar
      Merge branch 'weapon_attack_recurse' into 'master' · 5c0dbbd2
      DarkGod authored
      weapon_recurse bugfix
      
      This is the cause of an interaction between Flexible Combat and weapon `attack_recurse` that may cause infinite recursive attack
      
      
      Cause of this problem:
      
      Currently, recurse attack will not check if current weapon have `attack_recurse` property.
      
      Also, this mechanism use `self.__attacktargetwith_recursing = nil` to mark attack recurse haven't been started / have been ended.
      
      Flexible combat is triggered before recurse attack
      
      So, a flexible combat unarmed attack can consume `self.__attacktargetwith_recursing`, while the later triggered attack thinking we are starting a new attack, recurse again.
      
      You can test this with Flexible Combat + Razorlock.
      
      This is a quick fix, howevr while considering while using the old `if self.__attacktargetwith_recursing or (weapon and weapon.attack_recurse) then` design may also need discussion.
      
      See merge request !631
      5c0dbbd2
    • DarkGod's avatar
      Merge branch 'unify_shield_factor' into 'master' · 57c84096
      DarkGod authored
      unify shield_factor
      
      Unify `* (100 + (self:attr("shield_factor") or 0)) / 100` call across the whole game into `Actor:getShieldAmount` call to make it more easy to track and help avoid bugs.
      
      
      
      See merge request !632
      57c84096
    • DarkGod's avatar
      fix · ac53a4c3
      DarkGod authored
      ac53a4c3
    • DarkGod's avatar
      only 3 to go! · 60105b04
      DarkGod authored
      60105b04
  7. Apr 14, 2020
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  14. Mar 31, 2020
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  17. Mar 23, 2020
  18. Mar 22, 2020
    • Otowa Kotori's avatar
      weapon_recurse bugfix · b765b38a
      Otowa Kotori authored
      This is the cause of an interaction between Flexible Combat and weapon attack_recurse that may cause infinite recursive attack
      b765b38a
  19. Mar 20, 2020
  20. Mar 19, 2020
  21. Mar 18, 2020
    • DarkGod's avatar
      Merge branch 'i18n' · e6b4ce6f
      DarkGod authored
      e6b4ce6f
    • DarkGod's avatar
      Merge branch 'allow-cancelling-temporal-form-talents' into 'master' · 9cf6a0a3
      DarkGod authored
      Allow cancelling Temporal Form's anomaly talents
      
      ## Summary
      
      Added a `doAction` function to all anomalies which gets wrapped by the
      `action` function and adds a parameter to specify whether targeting
      can be cancelled. The default is for this to be true, if the talent
      gets used directly by the player, like when in Temporal Form.
      
      For the special cases related to Twist Fate, cancelling is disabled like
      it was in the past, even while in Temporal Form.
      
      ## Details
      
      Currently if you use the Temporal Form prodigy and activate one of the anomaly talents it adds, you can't cancel targeting if you don't like your options, which feels like a bug to me (http://forums.te4.org/viewtopic.php?f=42&t=50761). The reason they can't be cancelled is that anomalies are usually not under the player's control. The Twist Fate talent gives control over targeting, but cancelling is disabled to prevent the player from avoiding the effect.
      
      For Temporal Form this doesn't make sense to me, because as a Telegoroth you're able to specify which anomaly you want to create, and thus you should also be able to cancel the targeting. I also assume that lore-wise they have more control than a chronomancing player character would.
      
      At the same time, I didn't want Twist Fate to behave differently if Temporal Form was active. I consider the anomalies that you directly trigger to be more under your control, while anomalies resulting from Induce Anomaly and paradox failures etc. are less under your control, even in Temporal Form.
      
      I tried a bunch of different approaches, and the one described in the summary is the cleanest and most future proof one I could come up with with my current knowledge of the code. I'm open to alternatives.
      
      ## Testing
      
      Scenarios I tested:
      * Alchemist with Temporal Form. Verified cancelling the different anomaly talents while targeting works.
      * Paradox Mage with Induce Anomaly. Verified the anomalies happened without further user interaction.
      * Paradox Mage with Induce Anomaly and Twist Fate. Verified the anomalies couldn't be cancelled.
      * Paradox Mage with Induce Anomaly, Twist Fate and Temporal Form active. Verified the anomalies couldn't be cancelled.
      
      I didn't test traps and paradox failures since those all call `paradoxDoAnomaly`, which is mostly the same code path as Induce Anomaly.
      
      See merge request !620
      9cf6a0a3
    • DarkGod's avatar
      plop · 5d6920d7
      DarkGod authored
      Merge branch 'Inkie/t-engine4-1.6.7-misc'
      5d6920d7
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