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  1. Mar 03, 2017
  2. Feb 26, 2017
  3. Feb 21, 2017
  4. Feb 17, 2017
  5. Feb 14, 2017
    • Hachem_Muche's avatar
      Moved callbackOnHeal callback trigger to beginning of Actor:onHeal. This... · b73def21
      Hachem_Muche authored
      Moved callbackOnHeal callback trigger to beginning of Actor:onHeal.  This allows callbacks to trigger correctly before Bloodlock and Solipsism are checked and sort themselves with callback priorities.
      
      Added documentation to the callback control functions.
      
      Adjusted healing_factor bonus for improving Constitution (limited to +150%), to match limit scaling of anti-healing debuffs and prevent runaway healing effects on high level randbosses.
      
      Talent Changes:
      One With Nature: Fixed cooldown.  Slow scaling of nb of infusions affected (small nerf) and cooldown adjustment (small buff at low talent levels).
      
      Healing Nexus:  Converted to use callbackOnHeal (with high, -5, priority).  Rescale radius and equilibrium gains.  Duration (<20 turns) and percent heal stolen (<100%) have reasonable limits.  Heals stolen are based on the raw heal value (no compounded healing_factor effects).  Debuff is applied only to others, while a buff is applied to the user (fixes interaction with buff/debuff affecting abilities).  Buff improves all healing received by up to +100%, instead of creating a new heal so equilibrium is only gained once per heal stolen.
      
      Healing Inversion: Conversion to Blight damage uses raw healing value, triggered after (most) other healing effects (callback priority +1).
      
      Bathe In Light: healing buff limited < + 100%.
      
      Poison Storm: Insidious Blight healing penaltiy limited (to -150%), Crippling Blight fail chance limited (to 50%)
      
      Epidemic: healing penalty buffed (to -150% healing)
      
      Insidious Poison: healing penalty buffed (to -150% healing)
      
      Slash: healing penalty buffed (to -150% healing)
      
      Bleeding Edge: healing penalty buffed (to -150% healing)
      
      Golem Resilience: healing_factor buff limited to +100% healing
      
      Unstoppable: Buff sets the "no_healing" attribute, description clarified.
      
      INSIDIOUS_POISON damage type: has built in healing_factor limit (to -150%).
      HEALING_POWER damage type: has built in healing_factor limit (to +100%).
      BLIGHT_POISON damage type: has built in limits for effects set:
      	INSIDIUS_BLIGHT: healing_factor (to -150%)
      	CRIPPLING_BLIGHT: fail chance (to 50%)
      
      RANDOM_POISON damage type: has built in limits for effects set:
      	INSIDIUS_POISON: healing_factor (to -150%)
      	CRIPPLING_POISON: fail chance (to 50%)
      	NUMBING_POISON: damage penalty rescaled (0.75 power)
      
      Eviceration weapon ego:  Bleeding damage and healing penalty take weapon skill into account.  Healing penalty limited (to -150%).  Effects displayed in object description.
      Barbed ammo ego:  Bleeding damage and healing penalty take weapon skill into account.  Healing penalty limited (to -150%).  Effects displayed in object description.
      
      Misc:
      May leave the level immediately after a kill in developer mode.
      b73def21
  6. Jan 04, 2017
  7. Jan 07, 2016
  8. Sep 10, 2015
  9. May 27, 2015
  10. Apr 12, 2015
  11. Apr 05, 2015
    • Hachem_Muche's avatar
      Allows NPC's to use activatable objects by giving them special talents that... · 687f983e
      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
      687f983e
  12. Feb 07, 2015
  13. Jan 01, 2015
  14. May 04, 2014
    • DarkGod's avatar
      Improved Unarmed Discipline · cb56518f
      DarkGod authored
      Random artifacts now have a 25% to pick a non-physical damtype of one of their themes
      Improved actor tooltip
      Improved/changed many egos
      cb56518f
  15. Apr 23, 2014
    • DarkGod's avatar
      True Grit banned from NPCs · 26919676
      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
      26919676
  16. Apr 17, 2014
  17. Jan 16, 2014
  18. Feb 20, 2013
  19. Sep 17, 2012
  20. Sep 03, 2012
    • dg's avatar
      Solipsism damage to psi made less spammy · bfa247d9
      dg authored
      Mind Storm damage reduced and feedback cost increased
      Mind Storm bolts now pass through friendly targets
      Nightmare damage reduced
      Reduced range on most solipsist talents to 7
      Antimagic disruption made more obvious in the combat log
      Changed the power source on many artifacts to more appropriate ones
      Purging egos now give a saving throw
      Amulets and Ring egos reworked; all otehr egos will not give effect immunities but them; but they will have much higher values
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@5631 51575b47-30f0-44d4-a5cc-537603b46e54
      bfa247d9
  21. Aug 19, 2012
  22. Jul 26, 2012
  23. Jul 24, 2012
  24. Jul 13, 2012
  25. Jul 09, 2012
  26. Jun 16, 2012
  27. Jun 15, 2012
  28. May 13, 2012
  29. Apr 27, 2012
  30. Apr 23, 2012
  31. Mar 21, 2012
    • dg's avatar
      Increased base archery projectile speed · e0528d8e
      dg authored
      Travel speed in general is now additive (making it in line with the tooltip)
      Travel speed on bows now works
      Fixed ranged project on bows
      Added ranged project to Withering Orbs
      Epoch's level is now in line with the rest of Daikara
      Epoch's Curve is now a guaranteed drop
      Epoch's clones can no longer multiply
      Epoch's cooldown on Multiply increased, making the second clone come much later in the fight then the first
      Changed how Teluvorta's handle teleport; should make getting stuck in the Temporal Rift less likely
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4971 51575b47-30f0-44d4-a5cc-537603b46e54
      e0528d8e
  32. Mar 15, 2012
    • dg's avatar
      Rewrote, added, and rebalanced many staff egos · 1761106e
      dg authored
      Fade From Time now reduces all status effect durations (good or bad)
      Voice of Telos has new effects (check it out!)
      Increased Quiver of the Sun capacity to 12
      Wards (activatable staff ego that protects against damage)
      Staff's now give a bonus to elemental damage equal to their combat damage
      Most staves now allow the wearer to switch elemental properties using the command staff talent
      Base staff spellpower increased
      
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4969 51575b47-30f0-44d4-a5cc-537603b46e54
      1761106e
  33. Mar 09, 2012
  34. Mar 06, 2012
    • dg's avatar
      bump to 2012 · 78dcbd08
      dg authored
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4955 51575b47-30f0-44d4-a5cc-537603b46e54
      78dcbd08
    • dg's avatar
      Rewrote, rebalanced, and added many weapon egos · 6b5e64a5
      dg authored
      Two-handed wepaons now have a small eqo multiplier
      Daggers now have a small ego penalty
      Gaping maw is now anti-magic
      Withering orbs and allettas diadem now psionic
      Halfling foot now arcane, hareskin sling now nature
      Stop talent now properly accounts for paradox level
      Foresight now properly senses actors
      Greater weapon egos generally less powerful
      Lesser weapon egos generally more powerful
      New anti-magic egos
      Resolve equilebrium and stamina regen more in line with other forms of regen for these resource types
      Added costs to ranged egos
      Set many artifact material levels to be more in line with their level range (should improve drops)
      Buffed many artifacts
      Reduced infravision given by many items
      Infravision and heightened senses no longer stack
      Fixed cease to exist double paradox cost
      
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4954 51575b47-30f0-44d4-a5cc-537603b46e54
      6b5e64a5
  35. Feb 20, 2012
  36. Feb 14, 2012
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