- Sep 16, 2015
- Sep 15, 2015
- Sep 11, 2015
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Hachem_Muche authored
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DarkGod authored
Others work incorporated Ported some of Marson's old work about autoexplore. Is that ever a bad thing?
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DarkGod authored
Log combat This updates game.logMessage to allow for a nil target field, making logCombat easier to use. Updated/added a few combat messages.
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DarkGod authored
Standardized resources * Standardizes Resource definitions. This revises the way Actor resources are handled to allow them to be defined in one place (at tome.load), simplifying their definition, eliminating the need for most hooks to handle them, and making them easier for the AI to manage properly. The corresponding MR for Orcs is at: http://git.net-core.org/tome/tome-orcs/merge_requests/6 Engine: ActorResource:defineResource can now take a parameters field that merges additional information into the definition. An extra check is added to prevent redefining an existing resource. Defining a new resource now defines the string fields getFunction, getMinFunction, getMaxFunction, incFunction, incMinFunction, incMaxFunction to allow indirect reference to the correct resource functions from the definition. Added support for an invert_values flag (resource increases when used), and sustain_prop and drain_prop fields for sustained talents. This allows the module code to loop through all the defined fields/functions when checking for the corresponding properties in actor and talent tables. ToME: Hard coded resource references have been replaced with a loop checking all defined sustains for: Actor:act (canceling sustains) Actor:resetToFull (will replenish all defined resources by default) Actor:checkPool, Actor:learnPool, Actor:learnTalent, Actor:unlearnTalent, Actor:preUseTalent, Actor:postUseTalent, Actor:getTalentFullDescription This eliminates the need to use the hooks/callbacks in these functions for (almost) all defined resources. Added comments in tome:load to explain for addon developers how to create resource definitions to take advantage of these changes. Resource definitions can set .hidden_resource = true to prevent display in various player interfaces. Resource definitions have a .color ("#COLOR#") field set to display resources with a consistent color in various places. Updated the Classic and Minimalist uisets and the CharacterSheet to look through the list of all defined resources for resource values to display. Classic uiset: Fixed some formatting problems that were causing some resource values not to display properly. Added some variables to make resizing the player panel easier in the future. Added the log_lines parameter to the Game Options menu. Minimalist uiset: Reformatted resource graphics/text to be more clear and to avoid unreadable text. The ui will go through a series of default checks to search for appropriate graphics for each resource. The general tab of the CharacterSheet has been adjusted to provide room for more resources and will now display their regeneration values. Added/updated tooltips for several ui elements.
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- Sep 10, 2015
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Hachem_Muche authored
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Alex Ksandra authored
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- Sep 09, 2015
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Alex Ksandra authored
Spotting a hostile after moving should not pause the game when we have no energy, for no good reason!
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Alex Ksandra authored
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Alex Ksandra authored
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Hachem_Muche authored
This works exactly the same as the old code, except than any sustain with .remove_on_zero set can be cancelled regardless of resource properties. Only stamina and mana based sustains will be canceled by default.
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- Sep 08, 2015
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Hachem_Muche authored
Revert "When defined, Talent.remove_on_zero (true/false/function(self, t)) will override ActorResource.depleted_unsustain when determining if sustained talents are turned off due to resource depletion." This reverts commit 5b2fa31ceb958de6bc660cfee2eed2c8f21cdda2. Oops...
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- Sep 07, 2015
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Hachem_Muche authored
Added support for depleted resources canceling sustained talents (resources_def.depleted_unsustain and talents_def.remove_on_zero flags). Removed obsolete code from Actor:learnPool, and test resource/talent/pool
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DarkGod authored
Misc Fixes Thread the Needle doing randomly huge damage. Makes Transcendent X apply its effects correctly to X Shield. Hopefully stops people being Hurricaned while dead.
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Hachem_Muche authored
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Hachem_Muche authored
This revises the way Actor resources are handled to allow them to be defined in one place (at tome.load), simplifying their definition, eliminating the need for most hooks to handle them, and making them easier for the AI to manage properly. Engine: ActorResource:defineResource can now take a parameters field that merges additional information into the definition. An extra check is added to prevent redefining an existing resource. Defining a new resource now defines the string fields getFunction, getMinFunction, getMaxFunction, incFunction, incMinFunction, incMaxFunction to allow indirect reverence to the correct resource functions from the definition. Added support for an invert_values flag (resource increases when used), and sustain_prop and drain_prop fields for sustained talents. This allows the module code to loop through all the defined fields/functions when checking for the corresponding properties in actor and talent tables. ToME: Hard coded resource references have been replaced with a loop checking all defined sustains for: Actor:act (canceling sustains) Actor:resetToFull (will replenish all defined resources by default) Actor:checkPool, Actor:learnPool, Actor:learnTalent, Actor:unlearnTalent, Actor:preUseTalent, Actor:postUseTalent, Actor:getTalentFullDescription This eliminates the need to use the hooks/callbacks in these functions for (almost) all defined resources. Added comments in tome:load explain for addon developers how to create resource definitions to take advantage of these changes. Resource definitions can set .hidden_resource = true to prevent display in various player interfaces. Resource definitions have a .color ("#COLOR#") field set to display resources with a consistent color in various places. Updated the Classic and Minimalist uisets and the CharacterSheet to look through the list of all defined resources for resource values to display. Classic uiset: Fixed some formatting problems that were causing some resource values not to display properly. Added some variables to make resizing the player panel easier in the future. Added the log_lines parameter to the Game Options menu. Minimalist uiset: Reformatted resource graphics/text to be more clear and to avoid unreadable text. The ui will go through a series of default checks to search for appropriate graphics for each resource. The general tab of the CharacterSheet has been adjusted to provide room for more resources and will now display their regeneration values. Added/updated tooltips for several ui elements.
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- Aug 30, 2015
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HousePet authored
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- Aug 05, 2015
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Hachem_Muche authored
Adjusted default equipdoll layout to avoid collisions between tinkers and equipment labels. Updated Charactersheet equipdoll to correctly show correct tinkers when switching equipment views. Offhand multiple for ranged shooters is 1 by default.
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- Aug 02, 2015
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DarkGod authored
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- Aug 01, 2015
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Hachem_Muche authored
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- Jul 31, 2015
- Jul 28, 2015
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DarkGod authored
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DarkGod authored
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DarkGod authored
Small fixes annoying annoying backspace bug
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Hachem_Muche authored
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- Jul 27, 2015
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Alex Ksandra authored
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DarkGod authored
Debug function help fix * Fixes a long-standing, slightly annoying command-line bug in the lua console.
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Hachem_Muche authored
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Hachem_Muche authored
The default frame size is based on the size of the font (200*font_w, 36*font_h) to maintain readability at different screen resolutions (tested from 800x600 to 1920x1200). Added an Equipment tab (with character doll) that allows you to inspect equipment (including offsets) of actors while inspecting them. Added a button to open the equipinven dialog (for the player only) which triggers the display updates, making equipment/stat management much easier and faster. Added hotkeys to allow direct select of each tab, and the initially displayed tab can be specified when the dialog is called. Redefined the default key binding for shift-c to open the character sheet for the actor under the mouse or within the targetting reticle if possible. This allows targeted enemies to be inspected during the targeting process. Added/enhanced tooltips for several items to provide more explanation of game mechanics. Fixed the display to always show comparison changes to resists/cap (including actor-specific), damage affinities, status immunities, damage/damage penetration bonuses (including actor-specific). Fixed a formatting issue that was causing some talents to be cut off on the talent tab. Fixed a bug that can cause ShowEquipInven to crash for actors with no defined main inventory (which is defined as required with default parameters). EquipDoll: Added support for a new scaling option that will resize the doll frame, graphics, and fonts (fonts are assumed to all be truetype). A specific/custom frame definition can be specified during instanciation for on-the-fly EquipDoll generation. The exact fonts used can be specified (which allows/requires manual scaling). The title can be specified or disabled during instaciation. The size of the doll graphic can be specified and the frame will be correctly sized for it if it is enabled. Added a new "abovetop" text position option to EquipDollFrames to allow for staggering text on a line. Objects: Updated getTextualDesc to provide more information for unidentified objects including the presence of special damage types inflicted and special effects, and the presence of activated abilities. Revised getShortName to note ego level instead of the list of keywords for unidentified objects.
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- Jul 25, 2015
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DarkGod authored
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http://git.net-core.org/housepet/t-engine4DarkGod authored
Merge branch 'LootRebalance' of http://git.net-core.org/housepet/t-engine4 into housepet/t-engine4-LootRebalance Conflicts: game/modules/tome/data/zones/scintillating-caves/zone.lua
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DarkGod authored
Additional npc objects * Updated remaining World Artifacts, Quest Artifacts, and Special Artifacts to use the new interface. Object use tactical tables can be an explicit function in the object definition. This makes complex AI tactical tables simpler to code and more efficient to run. Objects that have an instant talent as their activatable ability use no energy by default. Moved after object use checks for breakStepUp, breakStealth, breakLightningSpeed, breakReloading, and breakSpacetimeTuning from mod.Player to mod.Object. Artifact changes: Terrasca (which works the same) uses a new "absolute" resistance that is updated as needed by callbacks. Added new callbacks: callbackOnTemporaryEffectRemove and callbackOnTemporaryEffectAdd to supplement callbackOnTemporaryEffect Buffed Exiler to have a chance to affect non-summons. Modified Spellhunt remnants: They gain a maximum of 1 material level per artifact crushed, but can spawn at any level in the game (adjusting their material level to the zone). Made more rare to compensate. Cuirass of the Dark Lord slightly buffed bleed damage based on Physical Power and has advanced ai. Awakened staff of absorption, slightly buffed to bypass most defenses. NPCs: Will try to equip their drops if possible (cannot replace default equipment unless the replacement is the same type and is more unique). Updated GameState:checkPowers with an "antimagic_only" mode that is used for test actor-equipment compatibility. Updated some boss definitions to be able to equip their unique drops and adjusted talents to compensate for the abilities of the equipment they can use. Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves. Command Staff talent available to NPCs, which will now spawn with the most appropriate aspect selected. (THIS IS A SIGNIFICANT BUFF TO MANY STAFF WIELDERS.) Updated fixed artifact staves to use the new flavor system. AI: Updated the tactical tables for a number of talents (mostly that were used by various activatable items). Updated tactical and talented AI's to allow NPC's to act again immediately after using an instant talent and added safety code in talented and tactical ai in case of failed talent use. flee_dmap_keep_los AI will allow the ai to run farther if it has sufficient moves. The tactical AI writes the selected tactic to the ai_state table as a parameter for talent.action functions. This fixes a bug where NPCs that were activating tageted abilities to flee were moving closer to their target instead. So an NPC using phase door, for example, will try to teleport closer when the "closein" tactic is active and further from its target when the "escape" tactic is active. The tactical AI will take the duration of detrimental effects into consideration when evaluating cures. Fixed a bug in tactical ai that was causing mistargeting of combination damage and heal/cure talents. Updated the Rush talent to allow targeting unoccupied spots -- to allow the ai to use it to close when out of range.
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