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  1. Apr 29, 2015
  2. Apr 24, 2015
  3. Apr 22, 2015
  4. Apr 21, 2015
    • Hachem_Muche's avatar
      Use display name for talent confirmation. · 735a1e74
      Hachem_Muche authored
      Fix bug in confirmation dialog.
      Added cycle_time function (pseudo-cooldown) for auto-use check.
      no_npc_use and allow_npc_use fields in object use_power/Use_talent definitions can be a function(obj, who).
      Updated charm talent resolver.
      735a1e74
  5. Apr 20, 2015
  6. Apr 16, 2015
    • stuntofthelitter's avatar
      Cancelling secondary target for Nature's Equilibrium now targets self · 7c00a949
      stuntofthelitter authored and DarkGod's avatar DarkGod committed
      7c00a949
    • DarkGod's avatar
      Made the zone load tips look nicer · 6201b170
      DarkGod authored
      6201b170
    • DarkGod's avatar
      Merge branch 'master' into 'master' · 433c9cc6
      DarkGod authored
      Fix Rune: Biting Gale not being used by tactical AI
      
      Fix Rune: Biting Gale not being used by tactical AI
      
      This was caused by the lack of a "radius" attribute in the talent definition.
      
      While tactical.lua makes good use of the talent's "target" value, for the initial within_range check it ignores this and uses the sum of what it gets from getTalentRadius and getTalentRange. So, while Biting Gale had a perfectly good target table, because the radius was not stored in a separate radius value the AI was assuming it to have a range of 0, and thus never using it.
      
      DG's verdict was to insist on better-written talents, rather than a more flexible check in the AI routine. Talent creators will need to watch out for this one.
      
      Now, I've searched through all the talents, and not found any other cases exactly like this. I have, however, found a few which could be improved. I'll consider uploading a bundle of such fixes later.
      433c9cc6
  7. Apr 15, 2015
    • Nagyhal's avatar
      Fix Rune: Biting Gale not being used by tactical AI · 8d237393
      Nagyhal authored
      This was caused by the lack of a "radius" attribute.
      
      Which tactical.lua makes good use of the talent's "target" value, for
      the initial range check it ignores this and uses the sum of
      getTalentRadius and getTalentRange. So, while Biting Gale had a
      perfectly good target table, because the radius was not stored in a
      separate radius value the AI was assuming it to have a range of 0 and
      thus never using it.
      
      I've searched through the entire code base, and not found any other
      cases exactly like this. I have, however, found a few which could be
      mildly improved. I'll consider uploading a bundle of such fixes later.
      8d237393
  8. Apr 14, 2015
    • DarkGod's avatar
      Merge branch 'zone' into 'master' · 987ccf56
      DarkGod authored
      Zone load tips
      
      The game will now look in a zone's definition files for load_tips to display when loading a level of the zone, in that silly waiter titled Loading level...
      Load_tips are an exact copy of the ones in module definitions except they can't contain images. They also shouldn't be too long because the waiter looks silly too stretched.
      
      At least the players have something to look at in addition to just "Please wait while loading the level...". As mentioned on IRC, they could be used for special zones (Caldera, dreams, Angolwen). For other zones, they might not be added at all or just contain a copy of the normal loading-game tips.
      
      The PR doesn't include any load tips for said zones because I can't into ToME lore :P
      987ccf56
    • DarkGod's avatar
      Merge branch 'more_fixes' into 'master' · 1d5f38c2
      DarkGod authored
      More fixes
      
      Makes solipsist rares on nightmare+ less annoying
      1d5f38c2
    • DarkGod's avatar
      Merge branch 'CausticWeaponFix' into 'master' · cb16156a
      DarkGod authored
      Caustic weapon fix
      
      Fixes crash when corroding armor with the caustic weapon ego.
      cb16156a
    • DarkGod's avatar
      Merge branch 'small_fixes' into 'master' · 63e29a71
      DarkGod authored
      Small fixes
      
      some forum complaints being fixed, nothing big.
      63e29a71
  9. Apr 12, 2015
  10. Apr 11, 2015
    • Hachem_Muche's avatar
      Updated callObjectTalent function to be more flexible and ensure talent... · a87e5ca6
      Hachem_Muche authored
      Updated callObjectTalent function to be more flexible and ensure talent functions are called with appropriate scope.
      Updated tactical function for use_talent powers to ensure the tactical functions are called with the correct scope.
      
      Added .never_fail flag (and support to Actor:preUseTalent) to actor object use talents to prevent failure to use objects when confused, etc.
      Added support for on_pre_use_ai function
      
      Updated game:logVisible to correctly identify projectiles (which get a .__is_projectile flag)
      
      Enabled automatic use of object activation talents (more development needed)
      
      Tactical AI:
      Fixed a bug causing NPC's to sometimes not use cure/heal abilities effectively
      tactical table functions are called with (self, t, aitarget, tact)
      
      Updated charm tactical tables to account for possible resource recovery,
      Updated definitions for several boss artifacts for NPC use: Wintertide (also fixed bug causing permanent ice walls), Crystal Shard,
      Choker of Dread (fixed bug causing summon to not taunt foes), Rod of Annulment, Psionic Fury.
      
      Talents:
      Dark Tendrils: updated target table for AI use
      Illumination: updated target and tactical tables so that NPC's will use it above level 3.
      Fire Breath: added disable to tactical table.
      Chain Lightning: updated target table for AI use
      Disperse Magic: expanded tactical table to allow for both offensive and defensive use.
      Tidal Wave: updated target table to allow AI use
      Shattering Blow: corrected tactical table
      Inertial Shot: updated on_pre_use function to check for enough ammo (temporary pending more general fix of archery talents)
      ***Note unrelated AI error with archery talents being used without ammo
      
      Sunder Armor/Arms effects: added gain/lose messages
      a87e5ca6
    • Alex Ksandra's avatar
      whoops forgot to add staff combat · 8fd442ca
      Alex Ksandra authored
      8fd442ca
    • Alex Ksandra's avatar
    • Alex Ksandra's avatar
  11. Apr 09, 2015
  12. Apr 07, 2015
  13. Apr 06, 2015
  14. Apr 05, 2015
    • Hachem_Muche's avatar
      Clean up obsolete/debugging code. · e319e7c7
      Hachem_Muche authored
      e319e7c7
    • Hachem_Muche's avatar
      Allows NPC's to use activatable objects by giving them special talents that... · 687f983e
      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
      687f983e
  15. Apr 03, 2015
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