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  1. Sep 07, 2015
    • Hachem_Muche's avatar
      Standardizes Resource definitions. · 15454174
      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.
      15454174
  2. Jul 03, 2015
    • Hachem_Muche's avatar
      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
  3. Jun 20, 2015
  4. Apr 01, 2015
  5. Feb 18, 2015
  6. Feb 07, 2015
  7. Feb 03, 2015
  8. Jan 31, 2015
  9. Jan 24, 2015
  10. Jan 22, 2015
  11. Jan 21, 2015
  12. Jan 19, 2015
  13. Jan 12, 2015
  14. Jan 06, 2015
  15. Jan 01, 2015
  16. Dec 29, 2014
  17. Dec 23, 2014
  18. Dec 20, 2014
    • Grayswandir's avatar
      Adds a 'lists' system for convenience. Modified stealth and step up to use. · 527840a8
      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.
      527840a8
  19. Dec 13, 2014
  20. Nov 07, 2014
  21. Nov 06, 2014
  22. Nov 02, 2014
  23. Oct 07, 2014
  24. Aug 21, 2014
  25. Jul 04, 2014
  26. Jun 05, 2014
    • DarkGod's avatar
      Fixed various small bugs · 4ce0606f
      DarkGod authored
      bump to 121
      4ce0606f
    • DarkGod's avatar
      Fixed Quiver of Domination · 480cff3b
      DarkGod authored
      new function util.findAllReferences
      savefile pipe logs the time it took to save
      zones and levels have a weak table to list all existing ones
      
      fixed some more memory leaks
      480cff3b
  27. May 20, 2014
  28. May 18, 2014
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