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  1. Sep 16, 2015
  2. Sep 15, 2015
  3. Sep 11, 2015
    • DarkGod's avatar
      Merge branch 'others_work_incorporated' into 'master' · bcd21655
      DarkGod authored
      Others work incorporated
      
      Ported some of Marson's old work about autoexplore. Is that ever a bad thing?
      bcd21655
    • DarkGod's avatar
      Merge branch 'logCombat' into 'master' · 4c0c76e8
      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.
      4c0c76e8
    • DarkGod's avatar
      Merge branch 'Standardized_Resources' into 'master' · 569d1874
      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.
      569d1874
  4. Sep 10, 2015
  5. Sep 09, 2015
  6. Sep 08, 2015
  7. Sep 07, 2015
    • Hachem_Muche's avatar
      Moved Resource definitions to data/resources.lua · 78e19b7b
      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
      78e19b7b
    • DarkGod's avatar
      Merge branch 'Misc' into 'master' · 02dec966
      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.
      02dec966
    • Hachem_Muche's avatar
      Clean up obsolete/debugging code · 5d7e6ac4
      Hachem_Muche authored
      5d7e6ac4
    • Hachem_Muche's avatar
      Standardizes Resource definitions. · 15454174
      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.
      15454174
  8. Aug 30, 2015
  9. Aug 02, 2015
  10. Jul 31, 2015
  11. Jul 28, 2015
  12. Jul 27, 2015
  13. Jul 25, 2015
    • DarkGod's avatar
      Merge branch 'housepet/t-engine4-LootRebalance' · be9d686d
      DarkGod authored
      be9d686d
    • DarkGod's avatar
      Merge branch 'LootRebalance' of http://git.net-core.org/housepet/t-engine4... · 69bda593
      DarkGod 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
      69bda593
    • DarkGod's avatar
      Merge branch 'AdditionalNPCObjects' into 'master' · 686011e0
      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.
      686011e0
  14. Jul 24, 2015
  15. Jul 21, 2015
  16. Jul 20, 2015
  17. Jul 18, 2015
  18. Jul 15, 2015
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