- Apr 29, 2020
- Apr 24, 2020
- Apr 23, 2020
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DarkGod authored
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- Apr 22, 2020
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DarkGod authored
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- Apr 21, 2020
- Apr 17, 2020
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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
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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
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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
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DarkGod authored
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DarkGod authored
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- Apr 14, 2020
- Apr 09, 2020
- Apr 08, 2020
- Apr 07, 2020
- Apr 06, 2020
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DarkGod authored
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- Apr 03, 2020
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DarkGod authored
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- Apr 01, 2020
- Mar 31, 2020
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DarkGod authored
Enabled "WASD" movement (with an option to turn it off, and keybinds anyway). The big difference to normal movement is that it responds to key *release* and can combine directions. So you can do diagonal movement with just 4 keys by pressing two at the same time
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- Mar 27, 2020
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Otowa Kotori authored
Your summons won't aggro it uncontrollably, also make its reward more alluring.
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- Mar 25, 2020
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DarkGod authored
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- Mar 23, 2020
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Otowa Kotori authored
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Otowa Kotori authored
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- Mar 22, 2020
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Otowa Kotori authored
This is the cause of an interaction between Flexible Combat and weapon attack_recurse that may cause infinite recursive attack
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- Mar 20, 2020
- Mar 19, 2020
- Mar 18, 2020
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DarkGod authored
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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
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DarkGod authored
Merge branch 'Inkie/t-engine4-1.6.7-misc'
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