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  1. Jun 05, 2020
  2. Jun 02, 2020
    • DarkGod's avatar
      plop · 04328fb6
      DarkGod authored
      04328fb6
    • DarkGod's avatar
      Merge branch 'object-preuse-talent' into 'master' · cd3f07b0
      DarkGod authored
      Make using item respect preUseTalent
      
      Currently, using item talent will not check talent's on_pre_use.
      
      For example, Threads of Fate can use See the Threads infinite times on a same map, which is contrary to talent description.
      
      This patch will make it check `actor:preUseTalent`, with `force_talent_ignore_ressources=1`
      
      The HotkeysIconsDisplay is also modified to check preUseTalent.
      
      This would need some tests to see if it would break any item talents.
      
      See merge request !629
      cd3f07b0
  3. May 31, 2020
    • DarkGod's avatar
      updated lichform quest · 7a78c6f4
      DarkGod authored
      7a78c6f4
    • DarkGod's avatar
      edfe1b96
    • DarkGod's avatar
      plop · 983f90cf
      DarkGod authored
      983f90cf
    • DarkGod's avatar
      plop · 5af2abd2
      DarkGod authored
      5af2abd2
    • DarkGod's avatar
      Merge branch 'limit-scaling-functions' into 'master' · 179f2bd8
      DarkGod authored
      Rewrite functions for scaling with diminishing returns approaching a limit
      
      **Why change anything**: current limit scaling functions have an issue where they are very frontloaded and give scaling curves where the vast majority of scaling is done within the first few talent levels. The combatTalentLimit (cTL) function is particularly egregious for this, and it is to the point that @Shibari, @razakai and myself all do not use it and rather use math.min or math.max(combatTalentScale) for better scaling curves. This tends to be an issue most often when the limit is close to the value desired at talent level 5, which is a common use case for cTL of talent cooldowns, talent range, debuff duration, etc.  
      
      
      **Happy happy math fun time**: the formula I wrote for cTL uses a general calculation of limit*(1-exp[a*√(x)+b]) as opposed to the current formula using a general calculation of limit*(x + a)/(x + b), where for both functions a, b are determined based on the parameters giving for scaling. Both of these are sigmoid functions, i.e. are bounded by a limit and will monotonically either increase or decrease as desired at a slowing rate. The primary desired aspect of the replacement function I suggest is that it will exhibit less drastic increases within the first few talent levels and show more growth from moderate talent levels.   
      Similar exponential decay functions are proposed to replace combatStatLimit and combatLimit for consistency; however, these functions do not have as much issue as cTL. As such, I used x^0.75 rather than √x which will provide more similar results to existing combatLimit and combatStatLimit.
      
      See merge request !636
      179f2bd8
    • DarkGod's avatar
      Merge branch 'Randboss-gen' into 'master' · 14b61b78
      DarkGod authored
      1.7 Tree based rare+ gen
      
      Changes how rare+ enemies are generated to be based off trees instead of scattered talents. This serves two main purposes:  
      1. Fix an issue where the third and fourth talents in trees are extremely rarely taken (by rough simulations by Shibari, about 3% of the time for 3rd and 2% for 4th in High Peak).  
      2. Make randbosses feel slightly more coherent and easier to evaluate at a glance.  
      
      The tree system works by assigning major and minor trees, with major trees seeing randbosses taking 3 to 4 talents and minor  trees only 1 to 2 with reduced point investment. Biasing based on whether a tree starts locked or unlocked for a class and by whether a tree is generic or class is currently not implemented, but could be desirable. (Previous randboss generation did not bias by these factors either.)  
      
      Current tuning for balance is based around randboss level and is as follows:  
      * Rares:  
        * Major trees: first between 8-10, second between 25-35, third between 50-70  
        * Minor trees: two by base, third around 12-30, fourth around 40-80  
      * Unique randboss:  
        * Major trees:  one by base, second around 20-40, third around 50-90  
        * Minor trees:  one by base, second around 11-14, third around 30-60, fourth rarely around 70-90  
      * Boss randboss:  
        * Major trees:  one by base, second around 11-23, third around 35-75, fourth rarely around 80-90  
        * Minor trees:  one by base, second around 12-20, third around 40-80  
      
      Note that the amount of trees of each type is slightly randomized, thus why level ranges are provided. Lines 2171-2181 contain the exact functions for numbers of each type of tree at each level if specifics are desired.
      
      See merge request !634
      14b61b78
    • DarkGod's avatar
      Merge branch 'talent-tuning' into 'master' · d882fa7f
      DarkGod authored
      Talent tuning
      
      Tuning of various talents that are excessively powerful on NPCs.  
      This accompanies !634, which causes tier 3 and 4 talents to show on NPCs with regularity. 
      
      See merge request !635
      d882fa7f
    • DarkGod's avatar
      Merge branch '1.7misc' into 'master' · 917385b6
      DarkGod authored
      otowakotori 1.7 misc fixes
      
      
      
      See merge request !630
      917385b6
    • DarkGod's avatar
      Merge branch 'i18n' into 'master' · 868089ef
      DarkGod authored
      i18n Misc updates
      
      misc refactor and updates on `i18n_helper.lua` to suit working on multiple locale on a same repository
      
      See merge request !628
      868089ef
  4. May 25, 2020
  5. May 23, 2020
  6. May 22, 2020
  7. May 20, 2020
    • DarkGod's avatar
      nop · d8cfbe2e
      DarkGod authored
      d8cfbe2e
  8. May 19, 2020
  9. May 18, 2020
  10. May 16, 2020
  11. May 14, 2020
  12. May 13, 2020
  13. May 12, 2020
    • DarkGod's avatar
      fix · 7e54c9ad
      DarkGod authored
      7e54c9ad
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