- 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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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
- Mar 24, 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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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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Eric Wykoff authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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