- Sep 07, 2015
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Hachem_Muche authored
This revises the way Actor resources are handled to allow them to be defined in one place (at tome.load), simplifying their definition, eliminating the need for most hooks to handle them, and making them easier for the AI to manage properly. Engine: ActorResource:defineResource can now take a parameters field that merges additional information into the definition. An extra check is added to prevent redefining an existing resource. Defining a new resource now defines the string fields getFunction, getMinFunction, getMaxFunction, incFunction, incMinFunction, incMaxFunction to allow indirect reverence to the correct resource functions from the definition. Added support for an invert_values flag (resource increases when used), and sustain_prop and drain_prop fields for sustained talents. This allows the module code to loop through all the defined fields/functions when checking for the corresponding properties in actor and talent tables. ToME: Hard coded resource references have been replaced with a loop checking all defined sustains for: Actor:act (canceling sustains) Actor:resetToFull (will replenish all defined resources by default) Actor:checkPool, Actor:learnPool, Actor:learnTalent, Actor:unlearnTalent, Actor:preUseTalent, Actor:postUseTalent, Actor:getTalentFullDescription This eliminates the need to use the hooks/callbacks in these functions for (almost) all defined resources. Added comments in tome:load explain for addon developers how to create resource definitions to take advantage of these changes. Resource definitions can set .hidden_resource = true to prevent display in various player interfaces. Resource definitions have a .color ("#COLOR#") field set to display resources with a consistent color in various places. Updated the Classic and Minimalist uisets and the CharacterSheet to look through the list of all defined resources for resource values to display. Classic uiset: Fixed some formatting problems that were causing some resource values not to display properly. Added some variables to make resizing the player panel easier in the future. Added the log_lines parameter to the Game Options menu. Minimalist uiset: Reformatted resource graphics/text to be more clear and to avoid unreadable text. The ui will go through a series of default checks to search for appropriate graphics for each resource. The general tab of the CharacterSheet has been adjusted to provide room for more resources and will now display their regeneration values. Added/updated tooltips for several ui elements.
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- Jul 03, 2015
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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.
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- Jun 20, 2015
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DarkGod authored
New string.prefix and string.suffix functions Deus Ex Machina achievement altered and now possible to get
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- Apr 01, 2015
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Nick Moran authored
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- Feb 18, 2015
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Alex Ksandra authored
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- Feb 07, 2015
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DarkGod authored
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- Feb 03, 2015
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Alex Ksandra authored
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DarkGod authored
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DarkGod authored
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Alex Ksandra authored
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- Jan 31, 2015
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DarkGod authored
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- Jan 24, 2015
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Alex Ksandra authored
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- Jan 22, 2015
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DarkGod authored
Added an option in Game / Online to open most links in the external browser instead of the internal one
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- Jan 21, 2015
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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
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Alex Ksandra authored
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Alex Ksandra authored
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- Jan 19, 2015
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DarkGod authored
Steam Cloud Saves are not off by default, you can still enable them in the options (this is to prevent some cases of savefile reverting of which cause is not yet found)
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- Jan 12, 2015
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DarkGod authored
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- Jan 06, 2015
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DarkGod authored
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- Jan 01, 2015
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DarkGod authored
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- Dec 29, 2014
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DarkGod authored
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- Dec 23, 2014
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DarkGod authored
moar work on ogres unlock, nearly done
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- Dec 20, 2014
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Grayswandir authored
This lets talents / effects add themselves to lists at appropriate times. Bascially, just a quicker way than searching for all applied talents/effects for a specific tag. Talents can have a sustain_lists and a learn_lists field. Effects just have a lists field. Example: talent A has the following: learn_lists = {'red', {'blue', 'green'}} When you learn it, your character now has the following fields: self.red = {'T_A'} self.blue.green = {'T_A'} Modified stealth and step up to use this system. So, to make something break when step up does, just add it to the 'break_with_step_up' list.
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- Dec 13, 2014
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Alex Ksandra authored
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- Nov 07, 2014
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Grayswandir authored
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- Nov 06, 2014
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Grayswandir authored
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Grayswandir authored
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- Nov 02, 2014
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DarkGod authored
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- Oct 07, 2014
- Aug 21, 2014
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DarkGod authored
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- Jul 04, 2014
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DarkGod authored
When debug mode is enabled a check is ran on all entities loaded to detect upvalues in embedded function
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- Jun 05, 2014
- May 20, 2014
- May 18, 2014
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DarkGod authored
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