- Jul 06, 2015
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Hachem_Muche authored
Command Staff talent available to NPCs, which will spawn with the most appropriate aspect selected. (Significant buff to staff wielders) Updated artifact staves to use the new flavor system. tactical AI will take duration of detrimental effects into consideration when evaluating cures. clean up debugging code
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- Jul 04, 2015
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Hachem_Muche authored
Updated ai for Cuirass of the Dark Lord.
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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 23, 2015
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DarkGod authored
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- Jun 18, 2015
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Hachem_Muche authored
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- Jun 04, 2015
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stuntofthelitter authored
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- May 27, 2015
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HousePet authored
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- May 02, 2015
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Hachem_Muche authored
Corrected tactical tables for talents used by artifacts. Draebor is even more annoying.
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- Apr 24, 2015
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Hachem_Muche authored
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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 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
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 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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- Apr 07, 2015
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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 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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- Mar 26, 2015
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DarkGod authored
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- Mar 23, 2015
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Eric Wykoff authored
Shantiz AoE no longer hits friendly targets
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- Mar 14, 2015
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DarkGod authored
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- Mar 13, 2015
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DarkGod authored
fix party members in stome cases staying "dead"
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- Mar 12, 2015
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Hachem_Muche authored
Makes the on use description for tools, amulets, mindstars and staves more consistent and standardizes use_power definitions.
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- Mar 04, 2015
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DarkGod authored
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- Mar 03, 2015
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Hachem_Muche authored
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- Feb 28, 2015
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Alex Ksandra authored
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Hachem_Muche authored
Update power use descriptions for zone specific world-artifacts, boss, quest, and special artifacts. Updated handling of weapon special effects to pass the special effect field to the object code (facilitates handling multiple effects within object definitions). Blighted Maul's on hit shockwave will not hit the primary target. Wintertide's winter storm effect will expand in size to match its effect. Updated the icestorm particles effect to accept radius and density parameters (this might benefit from some more tweaking). Reduced the number of mental effects the Wintertide Phial will remove. The Crystal Focus can now be applied to shields (updates the special_combat fields appropriately). Prox's Lucky Halfling Foot benefits from Charm Mastery. Penitence cures a more reasonable (few) number of diseases. Updated the DAMAGE_SHIELD definition to note damage reflection in its tooltip and show shield strength in it's icon. Awakened Staff of Absorption gets a special damage message and death message for the player if he manages to kill himself with it.
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- Feb 26, 2015
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Hachem_Muche authored
Changed Umbraphage's damage calculation to actually care about it's charge level (slight nerf). Fixed a bug with Butcher that could cause its rampage not to activate on damage. Now benefits from Charm Mastery. Stormlash's AOE effect is correctly centered on the target, rather than the user. DamageType.LITE now reduces the unlit value of grids with darkness if can't remove them. (Fixes a possible abusable bug with Umbraphage.) Updated the tooltip for the Invisibility effect.
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- Feb 25, 2015
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Alex Ksandra authored
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- Feb 24, 2015
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Alex Ksandra authored
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- Feb 23, 2015
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Eric Wykoff authored
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- Feb 22, 2015
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Eric Wykoff authored
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- Feb 21, 2015
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Hachem_Muche authored
Updates the power descriptions of charm powered boots, cloaks, light-armor, mindstars, and staves to be more descriptive. Minor bugfix to Object:getUseDesc to reference the correct actor Updated resolvers.charm to allow specifying additional .use_power fields.
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- Feb 19, 2015
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Hachem_Muche authored
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- Feb 17, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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- Feb 16, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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