- Dec 28, 2014
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DarkGod authored
Trying to load an old savefile from 1.2.5 will ask if you want to download the 1.2.5 data to play with
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DarkGod authored
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DarkGod authored
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DarkGod authored
Damage handlers reorder Re-orders some damage modifies in defaultProjector and Actor.onTakeHit, to group them by thematic coherence.
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DarkGod authored
Talent category requirements http://forums.te4.org/viewtopic.php?f=41&t=43196 Makes it so if you know e.g. a talent of level 3, you cannot learn a talent of level 2 just because of that.
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DarkGod authored
Talent lists Adds a 'lists' system for convenience. Modified stealth and step up to use. 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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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Make rest wait for air Honestly, I was never sure why didn't it.
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DarkGod authored
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DarkGod authored
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Alex Ksandra authored
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Alex Ksandra authored
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DarkGod authored
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DarkGod authored
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- Dec 27, 2014
- Dec 26, 2014
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DarkGod authored
Manaburn, baby Ask and ye have received this highly complex and carefully-crafted change. (Honestly, we need more cleanups like that. We need to be able to make small libraries to import from whenver and use in talents/egos/etc. Is it doable?)
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Alex Ksandra authored
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DarkGod authored
Infinite lua chain We all know how an NPC selecting an erroneous talent again and again wrecks the game by infinite Lua chain. This commit fixes it!
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Alex Ksandra authored
potential recoveries.
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DarkGod authored
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DarkGod authored
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- Dec 25, 2014
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DarkGod authored
Summon AI fix A bug which became much more prominent with introduction of temporal clones (which have high chance to have access to less-than-a-turn talents) and Temporal Fugue in particular (where turns not ticking down AT ALL when AI is far from player becomes a serious concern.) This commit makes for a more predictable and accurate summon_time behaviour, making it tick down in NPC.actBase if ai is "summoned" and the creature isn't out of timeflow. IMPORTANT: considerations need to be made for Mucus Oozes (which have 70% global speed) and Bloated Oozes (50%), as it effectively brings their summon time to what's advertised (6-10 turns.) Whether this is desirable needs to be decided.
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DarkGod authored
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DarkGod authored
"Shrug off" fix (Seriously, no one noticed it before? O_O) This fixes shrugoffs to work for a player and not just write a message in chat. So I was testing my addon, and witnessed shrrugs off happen but not happen. I added lots of debug output, but the return value of Actor.on_set_temporary_effect seemed to just disappear. Then I remembered something might've overloaded it.... and there I am! (It worked when shrugs off still worked by setting dur to 0, I imagine. It also worked for NPCs.)
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DarkGod authored
Arcane Power fix Arcane power spellpower bonus was applied before calculating its resist bonus, which resulted in more-than-advertised resist and different resists advertised with it on and off. This branch aptly fixes both problems.
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DarkGod authored
Absolute tiles Made it possible for Entity to use absolute dta paths in image=, and for talents and effects as well. Also support for addon+path syntax, didn't know which would be more desirable.
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- Dec 24, 2014
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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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- Dec 23, 2014