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Commit 4faf0c2d authored by Hachem_Muche's avatar Hachem_Muche
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Misc.

parent 6c1a2139
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......@@ -100,7 +100,7 @@ _M.AI_TACTICAL_AI_ACTION_BONUS = 0.02
_M.AI_TACTICAL_TALENT_LEVEL_BONUS = 0.2
--- size of random weight bonus added to actions by the tactical AI (higher makes actions more random)
-- 0.5 --> a bonus of 0% to 50% added to the TACTICAL VALUE for each action
-- 0.5 --> a bonus of 0% to 50% added to the TACTICAL SCORE for each action
-- replaced by ai_state.tactical_random_range if present
_M.AI_TACTICAL_RANDOM_RANGE = 0.5
......
......@@ -61,12 +61,6 @@ newTalent{
if not ok or not target then
if swap then doWardenWeaponSwap(self, t, "bow") end
--[[
if config.settings.cheat then
game.bignews:saySimple(60, "#GREY#___ [%s]%s (%d, %d) failed attack vs %s (%s, %s) ok:%s", self.uid, self.name, self.x, self.y, target and target.name, x, y, ok) -- debugging
game.log("#GREY#___[%s]%s (%d, %d) #AQUAMARINE#failed T_ATTACK#LAST# vs %s (%s, %s) ok:%s", self.uid, self.name, self.x, self.y, target and target.name, x, y, ok) -- debugging
end
--]]
if ok then -- talent is treated as used even if there is no target (prevents stealth scumming)
print("[T_ATTACK]", self.uid, self.name, "attacks empty space:", x, y)
self:logCombat(target, "#Source# attacks empty space.")
......
......@@ -44,7 +44,7 @@ newTalent{
target = function(self, t)
return {type="bolt", range=self:getTalentRange(t), scan_on=engine.Map.PROJECTILE, no_first_target_filter=true, talent=t}
end,
tactical = {SPECIAL=10},
tactical = {SPECIAL=2},
action = function(self, t)
for i = 1, t.getNb(self, t) do
local targets = self:archeryAcquireTargets(self:getTalentTarget(t), {one_shot=true, no_energy=true})
......
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