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    4285b05f
    Updated remaining World Artifacts, Quest Artifacts, and Special Artifacts to use the new interface. · 4285b05f
    Hachem_Muche authored
    Artifact changes:
    Terrasca (which works the same) uses a new "absolute" resistance that is updated as needed by callbacks.
    Added new callbacks: callbackOnTemporaryEffectRemove and callbackOnTemporaryEffectAdd to supplement callbackOnTemporaryEffect
    Buffed Exiler to have a chance to affect non-summons.
    Modified Spellhunt remnants: They gain a maximum of 1 material level per artifact crushed, but can spawn at any level in the game (adjusting
    
    their material level to the zone).  Made more rare to compensate.
    Cuirass of the Dark Lord slightly buffed bleed damage based on Physical Power.
    Awakened staff of absorption, slightly buffed to bypass most defenses.
    
    Object use tactical tables can be an explicit function in the object definition.  This makes complex AI tactical tables simpler to code and
    
    more efficient to run.
    Objects that have an instant talent as their activatable ability use no energy by default.
    
    NPCs:
    
    Will try to equip their drops if possible (cannot replace normal equipment unless the replacement is the same type and is unique).
    Updated GameState:checkPowers with an "antimagic_only" mode that is used for test actor-equipment compatibility.
    Updated some boss definitions to be able to equip their unique drops.
    
    Moved after object use checks for breakStepUp, breakStealth, breakLightningSpeed, breakReloading, and breakSpacetimeTuning() from mod.Player to
    
    mod.Object.
    
    Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
    
    Adjusted talents for some bosses to compensate for the abilities of the equipment they can use.
    
    AI:
    Updated the tactical tables of several talents (that were used by various activatable items).
    Updated tactical and talented AI's to allow NPC's to act again immediately after using an instant talent.
    flee_dmap_keep_los AI will allow the ai to run farther if it has sufficient moves.
    The tactical AI writes the selected tactic to the ai_state table as a parameter for talent.action functions.  This fixes a bug where NPCs that
    
    were activating tageted abilities to flee were moving closer to their target instead.  So an NPC using phase door, for example, will try to
    
    teleport closer when the "closein" tactic is active and farther from its target when the "escape" tactic is active.
    4285b05f
    History
    Updated remaining World Artifacts, Quest Artifacts, and Special Artifacts to use the new interface.
    Hachem_Muche authored
    Artifact changes:
    Terrasca (which works the same) uses a new "absolute" resistance that is updated as needed by callbacks.
    Added new callbacks: callbackOnTemporaryEffectRemove and callbackOnTemporaryEffectAdd to supplement callbackOnTemporaryEffect
    Buffed Exiler to have a chance to affect non-summons.
    Modified Spellhunt remnants: They gain a maximum of 1 material level per artifact crushed, but can spawn at any level in the game (adjusting
    
    their material level to the zone).  Made more rare to compensate.
    Cuirass of the Dark Lord slightly buffed bleed damage based on Physical Power.
    Awakened staff of absorption, slightly buffed to bypass most defenses.
    
    Object use tactical tables can be an explicit function in the object definition.  This makes complex AI tactical tables simpler to code and
    
    more efficient to run.
    Objects that have an instant talent as their activatable ability use no energy by default.
    
    NPCs:
    
    Will try to equip their drops if possible (cannot replace normal equipment unless the replacement is the same type and is unique).
    Updated GameState:checkPowers with an "antimagic_only" mode that is used for test actor-equipment compatibility.
    Updated some boss definitions to be able to equip their unique drops.
    
    Moved after object use checks for breakStepUp, breakStealth, breakLightningSpeed, breakReloading, and breakSpacetimeTuning() from mod.Player to
    
    mod.Object.
    
    Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
    
    Adjusted talents for some bosses to compensate for the abilities of the equipment they can use.
    
    AI:
    Updated the tactical tables of several talents (that were used by various activatable items).
    Updated tactical and talented AI's to allow NPC's to act again immediately after using an instant talent.
    flee_dmap_keep_los AI will allow the ai to run farther if it has sufficient moves.
    The tactical AI writes the selected tactic to the ai_state table as a parameter for talent.action functions.  This fixes a bug where NPCs that
    
    were activating tageted abilities to flee were moving closer to their target instead.  So an NPC using phase door, for example, will try to
    
    teleport closer when the "closein" tactic is active and farther from its target when the "escape" tactic is active.