- 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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Alex Ksandra authored
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- Feb 15, 2015
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Eric Wykoff authored
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HousePet authored
Adds rounding to Augmentation. Clarifies the psionic combat modifier. Corrects the way the psionic combat modifier is handled in combat.lua (and hence the weapon tooltips). Buffs the base mindstars slightly and slightly nerfs artifact mindstars to reduce the huge gap. Adds an icon for Psionic Maelstrom, though Nagyhal says he can make it better.
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- Feb 14, 2015
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Alex Ksandra authored
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- Feb 13, 2015
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Alex Ksandra authored
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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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DarkGod authored
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- Feb 11, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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- Feb 10, 2015
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Alex Ksandra authored
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Eric Wykoff authored
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- Feb 08, 2015
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Eric Wykoff authored
gave saner power scaling to acid wave rune and sun infusion so high level characters may possibly save against it
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- Feb 07, 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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