- Dec 15, 2014
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DarkGod authored
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- Dec 14, 2014
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DarkGod authored
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DarkGod authored
Fix UI left, right, etc. calculations While working on statusbox, I've discovered that: - absolutely everything dependent adds self.ix, self.iy twice. or thrice. this was masking top= bug, for example. - right=ui sets right to ui.x, which usually sets an object flying to the opposite side of the dialog, - top=ui sets top edge to be equal to the top edge of the ui, which is probably not what's desired (see left=) - bottom=ui has similar problem to right, - hcenter=ui sends a ui element flying half a dialog width to the right, - vcenter=ui, likewise, - and hcenter_left=ui I didn't understand what it's supposed to do. This commit fixes all of the above, sans the last, and also adds 3 pixels of padding between everything to compensate for buggy yet sometimes desired previous results.
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DarkGod authored
Redisplay fix Calling redisplay() multiple times per turn is notorious for causing lag. The worst offender is probably Smoke Bomb, and it just got stripped from Creeping Dark. This commit introduces a new scheduleRedisplay method, which uses little-known feature of game:onTickEnd to ensure that a redisplay would only get called once per this tick, not causing any frame drops.
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DarkGod authored
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DarkGod authored
LevelupDialog status box Many users have expressed their frustration that appears when clicking too fast on a talent or stat to level it up pops up a message, forcing them to click "Ok". This commit adds a simple status line on top of the window, always clearly visible, that communicates these short messages in aesthetically pleasing colours. For important messages (e.g. the player somehow created an impossible talent loadout), the modal dialog usage was retained.
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
The status box displays short error messages instead of popups, to avoid modal changes and user frustration.
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DarkGod authored
Absorption cleanup Currently, absorption shields are partially generalized, but there was still a wealth of absolutely identical code copy/pasted 3 times. This unifies on_damage and adjust_gfx into file-level functions to be consistent with the rest of the code there. Code relevant to spiked shields is also removed, because spiked shields are long gone. This is the part of refactoring damage-connected code to be more consistent and modular.
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DarkGod authored
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DarkGod authored
actBase callbacks Currently it's just a list of talent callbacks not being called callbackONActBase for some reason, This commit fixes it!
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DarkGod authored
More callbacks This one is extremely trivial: it adds a couple of callbacks that were requested over the course of developing "Callbacks engage". This one is not vital in any sense, but bears some use for addons, particularly ones that do strange stuff with levelups.
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- Dec 13, 2014
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Alex Ksandra authored
A lot of it involved renaming a single method in a talent definition. Shrug. Also talents now cool down after sustains are broken.
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Alex Ksandra authored
This one's to you, grayswandir76!
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Alex Ksandra authored
Cleaned up Absorption (removed tons of duplicate code) and removed spiked code, as they no longer exist.
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- Dec 12, 2014
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DarkGod authored
Fix ego stacking on randarts on certain egos It's a long standing bug now that, due to the way resolvers work, applying the same ego of a certain type (e.g. robe of fire) to an item would make the statistic (e.g. resistance) on that item to spiral out of control exponentially. This branch fixes that by making it possible to resolve truly all resolvers before merging an ego.
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Alex Ksandra authored
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Alex Ksandra authored
It required some minor additions to the engine code, but nothing too brutal. instant_resolve = "last" now runs last resolvers as well; generic and genericlast resolvers now receive additional arguments that are passed to resolvers.
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- Dec 07, 2014
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DarkGod authored
Difficulty update First time using the actual merge request feature, I might have done something incorrectly. Just a quick update to difficulties that I've decided should be there regardless of what form the start zone rescaling takes. The loss of stats on higher difficulties is very arbitrary and removing it helps simplify the ruleset which is good for balancing and player understanding. Instakill immunity protects against a number of things that force turn skips, and absolutely nobody finds dying to Stone Touch fun or interesting. Its just random and stupid. Forced start zones allowing rares is almost certainly going to be a problem no matter how well scaling is addressed.
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- Dec 05, 2014
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DarkGod authored
Newshop Adds a lite/digger shop to Derth and the Iron Council. Also added in the missing alchemist reference in the derth.tmx. No idea why it wasn't there. Could use a new shop banner.
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DarkGod authored
Shiftingparticles Checked every instance of addParticles and addEffect to identify particle emitters that should use the new flag, and added it.
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HousePet authored
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- Dec 04, 2014
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Chris Davidson authored
- Removed the instakill and rank changes for higher difficulties to normalize the ruleset
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- Dec 03, 2014
- Dec 02, 2014
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DarkGod authored
Targeting hooks Makes extending the targeting system a lot easier: - Moves all the different targeting types into Target.types_def - Adds a Target:realDisplay hook. - Target tables can now take a filter(x, y) function. - Lifts a lot of the display code into functions which the targeting table can override.
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DarkGod authored
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DarkGod authored
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- Dec 01, 2014
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DarkGod authored
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DarkGod authored
Shifting particles Particle systems can now react to actor movements
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DarkGod authored
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DarkGod authored
Merge branch 'master' into shifting_particles Conflicts: game/engines/default/engine/Actor.lua game/engines/default/engine/Entity.lua game/modules/tome/class/Actor.lua
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DarkGod authored
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DarkGod authored
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DarkGod authored
Sustain slots Lets you easily define mutually incompatible sustains, like Chants. For each chant, just add the line: sustain_slots = 'celestial_chant' Talents using this system will show what they'll deactivate in the tooltip. I ran through and switched a lot of talents over to using this system.
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- Nov 30, 2014
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Grayswandir authored
example: sustain_slots = 'celestial_chant' Changed most sustains to use the system. Talent tooltips will show if they will deactivate anything.
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- Nov 29, 2014
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Grayswandir authored
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- Nov 26, 2014
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DarkGod authored
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