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  1. May 22, 2020
  2. May 20, 2020
    • DarkGod's avatar
      nop · d8cfbe2e
      DarkGod authored
      d8cfbe2e
  3. May 19, 2020
  4. May 18, 2020
  5. May 14, 2020
    • DarkGod's avatar
      fix · 16822e88
      DarkGod authored
      16822e88
  6. May 13, 2020
  7. May 12, 2020
  8. May 07, 2020
  9. Apr 30, 2020
  10. Apr 29, 2020
  11. Apr 24, 2020
  12. Apr 23, 2020
  13. Apr 22, 2020
  14. Apr 21, 2020
  15. Apr 17, 2020
    • DarkGod's avatar
      Merge branch 'sleeping-dragons' into 'master' · 65f67b10
      DarkGod authored
      make sleep dragons neutral & make forced unique
      
      Your summons won't aggro it uncontrollably, also make its reward more alluring.
      
      See merge request !633
      65f67b10
    • DarkGod's avatar
      Merge branch 'weapon_attack_recurse' into 'master' · 5c0dbbd2
      DarkGod authored
      weapon_recurse bugfix
      
      This is the cause of an interaction between Flexible Combat and weapon `attack_recurse` that may cause infinite recursive attack
      
      
      Cause of this problem:
      
      Currently, recurse attack will not check if current weapon have `attack_recurse` property.
      
      Also, this mechanism use `self.__attacktargetwith_recursing = nil` to mark attack recurse haven't been started / have been ended.
      
      Flexible combat is triggered before recurse attack
      
      So, a flexible combat unarmed attack can consume `self.__attacktargetwith_recursing`, while the later triggered attack thinking we are starting a new attack, recurse again.
      
      You can test this with Flexible Combat + Razorlock.
      
      This is a quick fix, howevr while considering while using the old `if self.__attacktargetwith_recursing or (weapon and weapon.attack_recurse) then` design may also need discussion.
      
      See merge request !631
      5c0dbbd2
    • DarkGod's avatar
      Merge branch 'unify_shield_factor' into 'master' · 57c84096
      DarkGod authored
      unify shield_factor
      
      Unify `* (100 + (self:attr("shield_factor") or 0)) / 100` call across the whole game into `Actor:getShieldAmount` call to make it more easy to track and help avoid bugs.
      
      
      
      See merge request !632
      57c84096
    • DarkGod's avatar
      fix · ac53a4c3
      DarkGod authored
      ac53a4c3
    • DarkGod's avatar
      only 3 to go! · 60105b04
      DarkGod authored
      60105b04
  16. Apr 14, 2020
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