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  1. Sep 09, 2015
    • Hachem_Muche's avatar
      One more time.... · a991d530
      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.
      a991d530
  2. Sep 08, 2015
  3. 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
    • 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
  4. Aug 02, 2015
  5. Jul 31, 2015
  6. Jul 28, 2015
  7. Jul 27, 2015
  8. 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
  9. Jul 24, 2015
  10. Jul 21, 2015
  11. Jul 20, 2015
  12. Jul 18, 2015
  13. Jul 15, 2015
    • DarkGod's avatar
      pff · b6efd70d
      DarkGod authored
      b6efd70d
    • DarkGod's avatar
      tsssk tsssk · 882fa0ba
      DarkGod authored
      882fa0ba
    • DarkGod's avatar
      Merge branch 'Bugfix-Stealth&SleepInventory' into 'master' · 4438ba8b
      DarkGod authored
      Bugfix stealth&sleep inventory
      
      * Fixes bugs with sleeping characters being able to change equipment (put on a lucid dreamer robe, for example), drop and pickup objects.
      Fixes bug allowing stealth to be used with heavy armor (by changing gear while it is active).
      Enhanced stealth info.
      4438ba8b
  14. Jul 09, 2015
  15. Jul 07, 2015
    • Hachem_Muche's avatar
      Fix for disarmed staves · 3beb372f
      Hachem_Muche authored
      3beb372f
    • Hachem_Muche's avatar
      code cleanup · 0afd12bd
      Hachem_Muche authored
      0afd12bd
    • Hachem_Muche's avatar
      More cleanup of debugging code. · ac5ea75a
      Hachem_Muche authored
      Fixed tactical tables for several talents.
      
      Installed safety code in talented and tactical ai for failed talent use.
      Fixed bug in tactical ai causing mistargeting of combination damage and heal/cure talents.
      Fixed bug in Command Staff on_pre_use_ai check.
      
      Updated Rush talent to allow targeting unoccupied spots.
      ac5ea75a
  16. Jul 06, 2015
    • Hachem_Muche's avatar
      Command Staff talent available to NPCs, which will spawn with the most... · 7629a622
      Hachem_Muche authored
      Command Staff talent available to NPCs, which will spawn with the most appropriate aspect selected.  (Significant buff to staff wielders)
      Updated artifact staves to use the new flavor system.
      
      tactical AI will take duration of detrimental effects into consideration when evaluating cures.
      
      clean up debugging code
      7629a622
  17. Jul 04, 2015
  18. Jul 03, 2015
    • DarkGod's avatar
      default mode · 6b299bad
      DarkGod authored
      6b299bad
    • Hachem_Muche's avatar
      Updated remaining World Artifacts, Quest Artifacts, and Special Artifacts to use the new interface. · 4285b05f
      Hachem_Muche authored
      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.
      Awakened staff of absorption, slightly buffed to bypass most defenses.
      
      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.
      
      NPCs:
      
      Will try to equip their drops if possible (cannot replace normal equipment unless the replacement is the same type and is 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.
      
      Moved after object use checks for breakStepUp, breakStealth, breakLightningSpeed, breakReloading, and breakSpacetimeTuning() from mod.Player to
      
      mod.Object.
      
      Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
      
      Adjusted talents for some bosses to compensate for the abilities of the equipment they can use.
      
      AI:
      Updated the tactical tables of several talents (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.
      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 farther from its target when the "escape" tactic is active.
      4285b05f
  19. Jun 23, 2015
  20. Jun 22, 2015
  21. Jun 21, 2015
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