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  1. Sep 20, 2015
  2. Sep 19, 2015
    • DarkGod's avatar
      Merge branch 'arcane_shield_fix' into 'master' · 872c59f4
      DarkGod authored
      Arcane Shield fix
      
      Allow damage shields to merge
      
      -This change was originally intended to fix a bug with Arcane Shield
      (http://forums.te4.org/viewtopic.php?f=42&t=44895), but I ended up
      creating an on_merge function for timed effect DAMAGE_SHIELD so now
      anything that creates damage shields will intelligently overwrite an
      existing shield.
      
      -Will replace an existing damage shield entirely if both the shield
      value and duration would be greater on the new shield.
      
      -Will update the current shield value (but not max value) of an
      existing shield if the new value would be greater. We keep the old
      max value because the player may want to buff their shield with Aegis.
      
      -If we updated an existing shield, we will refresh the current duration
      based on the new shield's duration unless the duration has already been
      refreshed 20 times. This checks the same property used by Weapon of
      Light and Bathe in Light, which is why I allowed refreshing 20 times
      instead of a smaller amount.
      
      -Will never update or replace an existing shield if the
      current duration is greater than the new shield's duration. We
      can't know whether the player values shield value or duration more, and
      updating the shield value of an existing damage shield with greater
      duration would introduce power creep.
      
      -Will never merge a reflection shield with a normal shield. For merging
      two reflection shields, the lesser reflect value is used.
      
      -Many shield sources (e.g., Shielding rune) are still disabled while
      the player has a damage shield. This is fine because the player can
      always cancel the current effect if they want to replace it. For
      merging, we're mainly concerned about back-end sources like Arcane
      Shield.
      
      -EFF_DAMAGE_SHIELD and EFF_PSI_DAMAGE_SHIELD replace each other upon
      activation (existing behavior). I may address that in a different
      branch, but I need to investigate the consequences of changing it.
      872c59f4
    • DarkGod's avatar
      plop · 0dede750
      DarkGod authored
      0dede750
  3. Sep 18, 2015
  4. Sep 17, 2015
  5. Sep 16, 2015
  6. Sep 15, 2015
  7. Sep 12, 2015
  8. Sep 11, 2015
    • Hachem_Muche's avatar
      d6e6d0b9
    • 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
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