- Apr 24, 2015
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Hachem_Muche authored
Move object use data cleanup to action. Protected function calls for talent code.
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- Apr 22, 2015
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Hachem_Muche authored
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- Apr 21, 2015
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Hachem_Muche authored
Fix bug in confirmation dialog. Added cycle_time function (pseudo-cooldown) for auto-use check. no_npc_use and allow_npc_use fields in object use_power/Use_talent definitions can be a function(obj, who). Updated charm talent resolver.
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- Apr 20, 2015
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Object use talent IDs are remembered for previously equipped objects if possible. (facilitates hotkey settings) Added support for automatic use of object use talents via the Talent Use menu. Added support for ai_talents weights (remembered by reference to individual objects) via party-control interface.
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- Apr 16, 2015
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- Apr 15, 2015
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Nagyhal authored
This was caused by the lack of a "radius" attribute. Which tactical.lua makes good use of the talent's "target" value, for the initial range check it ignores this and uses the sum of getTalentRadius and getTalentRange. So, while Biting Gale had a perfectly good target table, because the radius was not stored in a separate radius value the AI was assuming it to have a range of 0 and thus never using it. I've searched through the entire code base, and not found any other cases exactly like this. I have, however, found a few which could be mildly improved. I'll consider uploading a bundle of such fixes later.
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- Apr 12, 2015
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Hachem_Muche authored
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- Apr 11, 2015
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Hachem_Muche authored
Updated callObjectTalent function to be more flexible and ensure talent functions are called with appropriate scope. Updated tactical function for use_talent powers to ensure the tactical functions are called with the correct scope. Added .never_fail flag (and support to Actor:preUseTalent) to actor object use talents to prevent failure to use objects when confused, etc. Added support for on_pre_use_ai function Updated game:logVisible to correctly identify projectiles (which get a .__is_projectile flag) Enabled automatic use of object activation talents (more development needed) Tactical AI: Fixed a bug causing NPC's to sometimes not use cure/heal abilities effectively tactical table functions are called with (self, t, aitarget, tact) Updated charm tactical tables to account for possible resource recovery, Updated definitions for several boss artifacts for NPC use: Wintertide (also fixed bug causing permanent ice walls), Crystal Shard, Choker of Dread (fixed bug causing summon to not taunt foes), Rod of Annulment, Psionic Fury. Talents: Dark Tendrils: updated target table for AI use Illumination: updated target and tactical tables so that NPC's will use it above level 3. Fire Breath: added disable to tactical table. Chain Lightning: updated target table for AI use Disperse Magic: expanded tactical table to allow for both offensive and defensive use. Tidal Wave: updated target table to allow AI use Shattering Blow: corrected tactical table Inertial Shot: updated on_pre_use function to check for enough ammo (temporary pending more general fix of archery talents) ***Note unrelated AI error with archery talents being used without ammo Sunder Armor/Arms effects: added gain/lose messages
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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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- Apr 09, 2015
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Eric Wykoff authored
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- Apr 07, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Restrict object talents to mod == "activated" Fix bug with mitotic mindstars updated staff ego messages Revise definition for Wintertide Possible update to equipment resolver
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- Apr 06, 2015
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Eric Wykoff authored
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Eric Wykoff authored
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- Apr 05, 2015
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Hachem_Muche authored
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Hachem_Muche authored
Allows NPC's to use activatable objects by giving them special talents that serve as an interface for the AI. Adds mod.class.interface.ActorObjectUse class (in mod.class.Actor) When a usable object is added to an Actor inventory, the Actor may get a talent that can be activated to use the power. This talent is similar to normal talents, but translates the object definition as needed for NPC use. objects with a .use_power (most uniquely defined powers) are usable unless the .no_npc_use flag is set. objects with a .use_simple field (mostly consumables) are not usable unless the .allow_npc_use flag is set or the .tactical field is defined. objects with a .use_talent field (many charms and artifacts) are usable so long as the talent definition does not have the .no_npc_use flag set. Energy use matches the object (based on standard action speed) the new talent .on_pre_use function handles checking for object cooldowns, inventory access and a t.on_pre_use function (for talent-based powers) Important fields defined within object.use_simple or object.use_power: .tactical = tactics table for interpretation by the tactical ai, subfields may be functions(who, t, aitarget) where who = object user, t = talent used (defined here), aitarget = who's (actor) target This should be defined for NPC's to use the object intelligently .on_pre_use = function(obj, who) that must return true for the object to be useable .range = range of the ability (defaults to 1, may be a function(self, t)) .radius = radius of ability (defaults to 0, may be a function(self, t)) .target = targeting parameters (table, may be a function(self, t)), interpreted by engine.Target:getType .requires_target, if true, don't use the object if the target is beyond radius + range Updated charms(amulet, belt, boots, cloak, light-armor, mindstars, ranged, staves, torques, totems, wands, weapons and some fixed arts) with the required fields to use the items. engine: updated ActorInventory functions to pass inventory and slot information as appropriate. tactical AI Updated the tactical AI and the talented_ai_tactic resolver to accept a function(self, t) for a talent tactical table. Adds a charm resolver to randombosses and several NPC's (with tactical AI) Equipping a useable item resets it's charges when it's equipped by any party member. Updated the UseTalents dialog to use getTalentDisplayName for its list
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- Apr 03, 2015
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DarkGod authored
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Joseph Betzwieser authored
Fixed Archery to properly do on_hit, on_crit, and on_kill effects. It can now handle multiple types of each from ranged weapons and ammo.
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- Apr 01, 2015
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Eric Wykoff authored
Twist Fate gives better messages when an anomaly is targeted
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Eric Wykoff authored
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Eric Wykoff authored
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- Mar 31, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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- Mar 30, 2015
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DarkGod authored
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- Mar 29, 2015
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Eric Wykoff authored
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Eric Wykoff authored
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Eric Wykoff authored
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- Mar 28, 2015
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DarkGod authored
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- Mar 26, 2015
- Mar 25, 2015
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DarkGod authored
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