- Apr 15, 2017
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Hachem_Muche authored
Updated resolvers.talented_ai_tactic to work correctly after multiple calls (solves an upvalue issue) Added a new Dialog: RandomActor accessible from the SummonCreature dialog (" Random Actor"): Randomly generates actors based on an input filter or Randombosses based on generation data and the current random actor (if available). Added a new Dialog: RandomObject accessible from the CreateItem dialog (" Random Object"): Randomly generates objects based on an input filter, randomly generates base objects ready for conversion to Randarts, and creates Randarts based on the base object (if available or random) plus generation data. The new dialogs include context sensitive help and allow generated actors and objects to be previewed via tooltip, character sheet, and lua inspect. Keybinds ctrl-c and ctrl-v allow Filters and Data (text) to be copied and pasted to/from the appropriate dialog inputs, facilitating development and testing of source code. Entity generation uses the current zone's npc and object lists and runs in the Lua Console environment. The destination of objects in the debugging dialogs can be selected: either Player Inventory (default), Drop at player position, or NPC inventory for a target actor. The debug dialogs are not cancelled when placing creatures or objects, allowing multiple entities to be created without reopening them.
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- Apr 14, 2017
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Hachem_Muche authored
multiButtonPopup: takes a default choice, the choice function is optional, and only on valid choices can be focused.
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- Apr 12, 2017
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Hachem_Muche authored
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Hachem_Muche authored
Stat values are split into base and bonus values, and base (maximum allowed by level) and bonus stat values (estimated, +40 at level 50) are automatically updated when the character level is updated. Check boxes enable/disable character level and stat values. By default, the actor (player) level is set to 50 and all stats are forced to 60 base, 40 bonus (100 Total), matching standard scaling limits.
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DarkGod authored
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- Apr 10, 2017
- Apr 08, 2017
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DarkGod authored
Additional Melee Scaling Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagPower (affecting the multiplier). The effect is to curb runaway scaling of very high stat bonuses (e.g. Temporal Hounds, etc.) while restoring most combat damage to previous levels. Added an extra line in the Character sheet (active when debug mode is enabled) showing the original combat damage for comparison. (This is intended to be temporary -- remove the marked code after rescaling of melee damage is set.) See merge request !451
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Hachem_Muche authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Apr 07, 2017
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Hachem_Muche authored
Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagePower (affecting the multiplier). The effect is to curb runaway scaling of very high stat bonuses (e.g. Temporal Hounds, etc.) while restoring most combat damage to previous levels. Added an extra line in the Character sheet (active when debug mode is enabled) showing the original combat damage for comparison. (This is intended to be temporary -- remove the marked code after rescaling of melee damage is set.)
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- Apr 06, 2017
- Apr 05, 2017
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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
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DarkGod authored
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DarkGod authored
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DarkGod authored
Fix Portal-Vault Fix upvalue issue causing a crash on reloading a map with a portal-vault. See merge request !449
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Hachem_Muche authored
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DarkGod authored
Melee Damage Scaling This replaces the previous MR: tome/t-engine4!333 Stats boosting weapon damage go through correct scaling (in Combat:combatDamage) when calculating weapon damage. Weapon damage range is applied before armor and deflection effects rather than after. The main gameplay effects are: A nerf (statistically) to armor values (~10-15%, depending on the weapon). Provides a much "smoother" transition from high armor targets being invulnerable to taking full damage. Makes the damage range of a weapon a significant consideration for the player as a means to overcome high armor values in some NPC's. Added/clarified combat messages produced by Combat:attackTargetWith function. Renamed "Reshape Armor/Weapon" to "Form and Function" and slightly buffed it's weapon damage bonus. This bonus is added to weapon damage in Combat:combatDamage to prevent it from bypassing scaling functions. See merge request !368
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DarkGod authored
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DarkGod authored
Disabled portal greater vault as it keeps on bugging weirdly
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- Apr 01, 2017
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DarkGod authored
Spellhunt Cheese Spellhunt remnants drain arcane resources when worn and are very annoying to arane users. (Makes swap cheese painful.) Antimagic displays its casting penalties in its description. See merge request !446
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Hachem_Muche authored
Spellhunt remnants drain arcane resources when worn and are very annoying to arcane users. (Makes swap cheese painful.) Antimagic displays its casting penalties in its description.
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DarkGod authored
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- Mar 31, 2017
- Mar 30, 2017
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DarkGod authored
Skirmisher Buffs Some basic Skirmisher buffs so they're not utterly outshined by new-Archer. - Buckler Training gives some armor hardiness and armor. Basically this means that they only have a bit less armor than their 1.4.9 iteration rather than being outright nerfed - Hurricane Shot deals about 50% more damage so their AoE is less dreadful. Actually hits pretty hard now - Changed Tireless Combatant to use strdex requirement like Combat Veteran to discourage having to hoard +wil items for requirements See merge request !426
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DarkGod authored
Windtouched Speed Requirements and Antimagic anorithil rewards Lowered needed equilibrium-using talents from 20 to 10 to make it less restrictive so non-wilders can realistically achieve this otherwise decent prodigy. Originally planned for 15, but as it doesn't count passives it's still a massive amount for anyone that isn't a wilder. Changed Biofeedback for Resonance Field in antimagic anorithil escort rewards. Biofeedback is an awful reward that is useless in almost all cases, changed it to Resonance Field which is a 50% shield that requires you to get hit to activate anyways, far from overpowered, but should be a nice little buff and more of a choice now, should help solis save generics as well. This was in a previous unmerged MR, so now it's in this one. See merge request !435
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DarkGod authored
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DarkGod authored
Brawler equipment fix Currently applyRandomClass only copies specific things from the copy descriptor table in its apply_resolvers functions, making it impossible to set misc flags there. Misc properties put there are copied to player characters and such so I'm assuming this is an oversight and made it copy the entire table. Brawler NPCs like to equip weapons in their inventory since their hands are empty in onAddedToLevel, so this uses the above to add a no_npc_weapon_equip flag to the Brawler descriptors. See merge request !440
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