- Nov 04, 2020
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Recaiden authored
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- Apr 07, 2020
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DarkGod authored
New Map:removeEffect() method newnecro stuff
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- Jan 08, 2020
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Otowa Kotori authored
it's an off course incomplete list of changes need to be done in engine.
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- Oct 15, 2019
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DarkGod authored
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- Sep 19, 2019
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DarkGod authored
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- Jul 25, 2019
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Recaiden authored
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- Jul 18, 2019
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Recaiden authored
Rush doesn’t need nowarning as it’s impossible to rush yourself because you don’t meet the minimum distance. Rush doesn’t need nolock as it's no longer free-targeted but can only target creatures. If the automatically calculated target *is* the player, the ability is almost certain to be a heal, buff, or other thing that makes sense to apply to an ally, and the autotargeting should proceed. If the automatically calculated target *is not* the player, no self-target warning would trigger anyway, and the autotargeting should proceed.
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- Dec 13, 2018
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DarkGod authored
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- Apr 21, 2018
- Mar 21, 2018
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DarkGod authored
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- Feb 01, 2017
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DarkGod authored
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- Jan 04, 2017
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DarkGod authored
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- Jan 07, 2016
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DarkGod authored
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- Sep 29, 2015
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Hachem_Muche authored
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Hachem_Muche authored
This can now handle mainhand/offhand/psionic focus simultaneously. (So, a gunslinger/mindslayer randboss can theoretically triple shoot.) Includes updates to hasArcheryWeapon(type, quickset), archeryAcquireTargets(tg, params), archery_projectile(tx, ty, tg, self, tmp) and archeryShoot(targets, talent, tg, params). These are still compatible with existing talents but some of the new orcs talents need tweaking (separate MR forthcoming). Double weapons are supported for both archery and melee combat. Weapon resource costs are standardized with a new general function Actor:useResources(costs, check). This is used to check for a weapon.combat.use_resources list of resources to be deducted to perform the attack. (checks all regularly defined resources, not paradox). This can be easily adapted to other actions (resources to use (or regen) with movement, or to use an object, for example. Resource costs to attack are correctly supported for each attack performed: Archery (shooters and ammo, per shot, including bomardment), melee weapons (including shields), and unarmed combat. Insufficient resources causes ranged attack(s) to be canceled (message to player) and melee attacks to attempt an unarmed attack or cancel the attack completely (if the unarmed attack also needs unavailable resources). Archery will use the correct archery training talents (based on the shooter), to determine combat damage. Mixed shooter/ammo combos are now fully supported: Each shot will have the correct speed and range for its shooter/ammo combination, and, by default, archeryAcquireTargets will not assign shots for shooters that cannot reach the target. (i.e. range 10 steamgun + range 6 sling, with swift ammo will be properly resolved to have different travel speeds and maximum ranges, and only the steamgun will fire at a range 8 target.) The archery_range(t, type) function returns the maximum range of eligible weapons instead of the minimum. and archeryAcquireTargets will cancel if the target is out of range of all shooters. Archery targeting for the player with mixed range shooters now highlights the ranges (blue/yellow/red for all/some/none within range) to warn the player if some of the shooters are out of range. All weapons can be forced to fire by holding ctrl while targeting. (ctrl_SPACE, ctrl_RETURN, and ctrl_KP_ENTER bound to accept in game targeting.) Archery messages for the player are updated to be more clear and distinct. ("Your steel steamgun CANNOT SHOOT (Resource: Steam)"). Combat log messages for archery damage are more clear "player's SHOOT misses target." rather than "player misses target." Added a new hook to archeryShoot to apply transient actor effects to the projectiles at the point of creation. Added more code comments to make this relatively opaque part to the code more comprehensible for addon-developers. Beyond the flesh now works with all archery weapons, which will attempt to fire at the appropriate target when an archery talent is used (not autonomously). This is an interesting new ranged option for Mindslayers, though not terribly effective without additional archery skills. A new attribute "psi_focus_combat" enables combat with the psionic focus separate from "use_psi_combat" which affects all combat stats. This is followed through for quick sets, including Warden switching checks. Updated the character sheet (shows accurate damage and more complete info, including weapon type by skill and ammo range and speed). Actor tooltips now show each weapon equipped (short name), instead of a combined list of keywords. (i.e. Main: <weapon icon> iron, ego Off : <shield icon> thick coral plate ) Projectile tooltips now display speed and direction, and more than one will show up within a tile. Object descriptions and tooltips have been updated to show resource costs.
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- Apr 01, 2015
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Nick Moran authored
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- Mar 02, 2015
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DarkGod authored
New gameplay option to auto-validate the default target; thus requiring only one keypress to fire a talent
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- Jan 01, 2015
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DarkGod authored
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- Jun 10, 2014
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DarkGod authored
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- Apr 18, 2014
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DarkGod authored
New smaller tactical borders and healbars that feel less bulky (old display can be switched to with shift+t) Tactical display settings remembered between save & reload
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- Jan 16, 2014
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DarkGod authored
yay
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- Dec 21, 2013
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DarkGod authored
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- Nov 25, 2013
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DarkGod authored
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- Nov 01, 2013
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DarkGod authored
When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
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- Jul 14, 2013
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DarkGod authored
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- May 15, 2013
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@6714 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 20, 2013
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@6436 51575b47-30f0-44d4-a5cc-537603b46e54
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- Aug 09, 2012
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@5424 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jul 31, 2012
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dg authored
Tooltips will autoscroll when too big Tooltip can be "locked" by pressing shift+l Scrolling is "smoother" in long textzones or lists Various misc UI improvments git-svn-id: http://svn.net-core.org/repos/t-engine4@5405 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jul 09, 2012
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dg authored
Charsheet link is properly clickable git-svn-id: http://svn.net-core.org/repos/t-engine4@5346 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jul 05, 2012
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@5339 51575b47-30f0-44d4-a5cc-537603b46e54
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- Mar 06, 2012
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@4955 51575b47-30f0-44d4-a5cc-537603b46e54
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- Nov 15, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@4649 51575b47-30f0-44d4-a5cc-537603b46e54
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- Sep 16, 2011
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dg authored
Reseted keybinds, this should be the last time, hopefully git-svn-id: http://svn.net-core.org/repos/t-engine4@4421 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jul 30, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@4028 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@4026 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jun 16, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@3666 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jun 14, 2011
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dg authored
Big UI update, the game log and chat logs are now displayed side by side in transparency over the game map, hotkeys are "flattened" over more width, making room for more map displayed at once git-svn-id: http://svn.net-core.org/repos/t-engine4@3653 51575b47-30f0-44d4-a5cc-537603b46e54
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@3643 51575b47-30f0-44d4-a5cc-537603b46e54
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