- Aug 03, 2016
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Sheila authored
Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often. Gave it a chance to cast one of the tree beams from archmage to give it more thematic flavor and usefulness, changed the added damage types to match said beams. Removed APR because +2 is pointless, increased damage mods to 30% from 18%, and spellpower/magic slightly to compete with staves.
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- Jan 07, 2016
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DarkGod authored
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- 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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- 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 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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- Feb 28, 2015
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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 25, 2015
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Alex Ksandra authored
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- Feb 12, 2015
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Hachem_Muche authored
Object usable power descriptions can take the user's stats into account to provide more information on their effects. Updated on use descriptions of charms and several artifacts. The talent cooldown for on use powers can be any talent (not limited to T_GLOBAL_CD as for charms).
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- Jan 31, 2015
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HousePet authored
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- Jan 01, 2015
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DarkGod authored
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- Sep 14, 2014
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Amagad authored
Changed 'The Gaping Maw' icon to match item description
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- Sep 06, 2014
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Amagad authored
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- Sep 05, 2014
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Amagad authored
Dawn's Blade glow fixed Blood-edge bad pixels fixed
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- Sep 01, 2014
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Amagad authored
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- Jul 16, 2014
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DarkGod authored
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- May 23, 2014
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DarkGod authored
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- May 05, 2014
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DarkGod authored
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- May 01, 2014
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DarkGod authored
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- Apr 23, 2014
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DarkGod authored
More brawlers and Sun Paladin updates Reduced the critical damage power on egos Buffed many charms Colored temporary effects by type in Actor tooltips Added Actor:checkClassification which checks if an actor is in an arbitrary set of classifications Changed die_at to show actual negative HP Minimalist UI now shows a timer left for summons
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- Apr 17, 2014
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DarkGod authored
Power checks on melee/archery egos and some damage types redone: they usualy use the higest of your spell/mind/accuracy power Big ego changes
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- Feb 09, 2014
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DarkGod authored
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- Jan 26, 2014
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DarkGod authored
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