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  1. Apr 18, 2017
  2. Apr 17, 2017
  3. Apr 15, 2017
    • DarkGod's avatar
      Training Dummies are knockback immune · 61d500f5
      DarkGod authored
      61d500f5
    • DarkGod's avatar
      Merge branch 'DebuggingUpdate' into 'master' · 2a260dac
      DarkGod authored
      Debugging update: Random Actors and Objects
      
      Added the copy keybinding (ctrl-c) to the Textbox ui element.
      
      The multiButtonPopup takes a default choice, the choice function is optional, and only valid choices can be focused.
      
      engine.zone:addEntity will not apply actor_adjust_level more than once
      
      Updated resolvers.talented_ai_tactic to work correctly after multiple calls (solves an upvalue issue)
      
      AdvanceActor dialog:
      Stat values are split into base and bonus values, and base (maximum allowed by level) and bonus stat values (estimated, +40 at level 50) and are automatically updated when the character level is updated.
      
      Check boxes enable/disable character level and stat values independently.
      
      By default, the actor (player) level is set to 50 and all stats are forced to 60 base, 40 bonus (100 Total), matching standard scaling limits.
      
      Added a new Dialog: RandomActor accessible as (" Random Actor") from the SummonCreature dialog:
      Randomly generates actors based on an input filter or Randombosses based on generation data and the current random actor (if available).
      
      Added a new Dialog: RandomObject accessible as (" Random Object") from the CreateItem dialog:
      Randomly generates objects based on an input filter, randomly generates base objects ready for conversion to Randarts, and creates Randarts based on the base object (if available or random) plus generation data.
      
      The new dialogs include context sensitive help and allow generated actors and objects to be previewed via tooltip, character sheet, and lua inspect.  Keybinds ctrl-c and ctrl-v allow Filters and Data (text) to be copied and pasted to/from the appropriate dialog inputs, facilitating development and testing of source code.
      
      Entity generation for the new dialogs uses the current zone's npc and object lists and runs in the Lua Console environment.
      
      The destination of objects created in the debugging dialogs can be selected from either Player Inventory (default), Drop at player position, or NPC inventory for a target actor.
      
      The debug dialogs are not cancelled when placing creatures or objects, allowing multiple entities to be created without reopening them.
      
      See merge request !452
      2a260dac
    • Hachem_Muche's avatar
      engine.zone:addEntity will not apply actor_adjust_level more than once · f110d8b3
      Hachem_Muche authored
      Updated resolvers.talented_ai_tactic to work correctly after multiple calls (solves an upvalue issue)
      
      Added a new Dialog: RandomActor accessible from the SummonCreature dialog (" Random Actor"):
      Randomly generates actors based on an input filter or Randombosses based on generation data and the current random actor (if available).
      
      Added a new Dialog: RandomObject accessible from the CreateItem dialog (" Random Object"):
      Randomly generates objects based on an input filter, randomly generates base objects ready for conversion to Randarts, and creates Randarts based on the base object (if available or random) plus generation data.
      
      The new dialogs include context sensitive help and allow generated actors and objects to be previewed via tooltip, character sheet, and lua inspect.  Keybinds ctrl-c and ctrl-v allow Filters and Data (text) to be copied and pasted to/from the appropriate dialog inputs, facilitating development and testing of source code.
      
      Entity generation uses the current zone's npc and object lists and runs in the Lua Console environment.
      
      The destination of objects in the debugging dialogs can be selected:  either Player Inventory (default), Drop at player position, or NPC inventory for a target actor.
      
      The debug dialogs are not cancelled when placing creatures or objects, allowing multiple entities to be created without reopening them.
      f110d8b3
  4. Apr 14, 2017
  5. Apr 13, 2017
    • DarkGod's avatar
      850fc4d5
    • DarkGod's avatar
      Buffed some Wyrmic masteries · 3a3e5743
      DarkGod authored
      3a3e5743
    • DarkGod's avatar
      Merge branch 'SavesUpdate' into 'master' · 8b936e43
      DarkGod authored
      Saves update
      
      Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of Combat:checkHit, which uses a broader curve when making saves for 
      
      temporary effects.  This results in saves for temporary effects (when .apply_power is set) always having a chance both to succeed or to fail, 
      
      and bonuses to save values are always useful (more is always better) regardless of the power of the attack saved against.
      
      
      In addition, if a save is failed, there is always a chance to reduce the duration of the effect, even if the save is less than the applied 
      
      power.  The expected duration on a failed save steadily decreases as a save increases versus the power applied.  (This is an evolution of the 
      
      changess discussed in http://forums.te4.org/viewtopic.php?f=36&t=36715.)  The effect of saves on durations can be easily tuned by modifying the 
      
      variables mean_fact and std_dev as documented in the code.
      
      Overall, these changes are a modest buff to saves against temporary effects, while making them less reliable at high values.
      
      
      This should help curb chain CC issues that can happen against higher level NPCs, since not all effects will land with full duration, while 
      
      helping prevent effective immunity for the same NPCs.
      
      
      Additional Fixes:
      The duration of an existing effect will not be reduced by setting a new effect with a shorter duration (controlled by on_merge for some 
      
      effects).  This means that an effect will not be removed if you save against another application of the same effect.
      
      
      Examples (these values can be tuned):
      
      	80 save vs 60 power (end game levels):
      	Current: 95% chance to save.  Save duration 100% (Always reduces duration to 0 even on a failed save.)
      	As proposed: 76% chance to save. Mean save duration is ~26%
      
      	increasing save from 20 to 30 vs 50 power:
      	Current: 5% -> 5% (no change) chance to save, save duration 100% -> 100% (no change)
      	As proposed: 15% -> 21% chance to save, Mean save duration 94% -> 86%
      
      	increasing save from 45 to 55 vs 50 power:
      	Current: 38% -> 63% chance to save, save duration 100% -> 75%
      	As proposed: 40% -> 60% chance to save, Mean save duration 66% -> 44%
      
      
      
      
      
      
      
      
      
      
      See merge request !448
      8b936e43
  6. Apr 12, 2017
    • Hachem_Muche's avatar
      d28b9a5d
    • Hachem_Muche's avatar
      AdvanceActor dialog: · bfffa178
      Hachem_Muche authored
      Stat values are split into base and bonus values, and base (maximum allowed by level) and bonus stat values (estimated, +40 at level 50) are automatically updated when the character level is updated.
      Check boxes enable/disable character level and stat values.
      
      By default, the actor (player) level is set to 50 and all stats are forced to 60 base, 40 bonus (100 Total), matching standard scaling limits.
      bfffa178
    • DarkGod's avatar
      safety · 35afcb8d
      DarkGod authored
      35afcb8d
  7. Apr 10, 2017
  8. Apr 08, 2017
  9. Apr 07, 2017
    • Hachem_Muche's avatar
      Updated Combat:combatDamage to add total weapon stat bonuses to the... · 022cd7cd
      Hachem_Muche authored
      Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagePower (affecting the multiplier).
      
      The effect is to curb runaway scaling of very high stat bonuses (e.g. Temporal Hounds, etc.) while restoring most combat damage to previous levels.
      
      Added an extra line in the Character sheet (active when debug mode is enabled) showing the original combat damage for comparison.  (This is intended to be temporary -- remove the marked code after rescaling of melee damage is set.)
      022cd7cd
  10. Apr 06, 2017
  11. Apr 05, 2017
  12. Apr 04, 2017
    • Hachem_Muche's avatar
      Remove debugging code. · 3e858539
      Hachem_Muche authored
      3e858539
    • Hachem_Muche's avatar
      Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of... · abd788fa
      Hachem_Muche authored
      Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of Combat:checkHit, which uses a broader curve when making saves for
      
      temporary effects.  This results in saves for temporary effects (when .apply_power is set) always having a chance both to succeed or to fail,
      
      and bonuses to save values are always useful (more is always better) regardless of the power of the attack saved against.
      
      In addition, if a save is failed, there is always a chance to reduce the duration of the effect, even if the save is less than the applied
      
      power.  The expected duration on a failed save steadily decreases as a save increases versus the power applied.  (This is an evolution of the
      
      changess discussed in http://forums.te4.org/viewtopic.php?f=36&t=36715.)  The effect of saves on durations can be easily tuned by modifying the
      
      variables mean_fact and std_dev as documented in the code.
      
      Overall, these changes are a modest buff to saves against temporary effects, while making them less reliable at high values.
      
      This should help curb chain CC issues that can happen against higher level NPCs, since not all effects will land with full duration, while
      
      helping prevent effective immunity for the same NPCs.
      
      Additional Fixes:
      The duration of an existing effect will not be reduced by setting a new effect with a shorter duration (controlled by on_merge for some
      
      effects).  This means that an effect will not be removed if you save against another application of the same effect.
      abd788fa
  13. Apr 01, 2017
    • DarkGod's avatar
      Merge branch 'SpellHuntCheese' into 'master' · 408c23ee
      DarkGod authored
      Spellhunt Cheese
      
      Spellhunt remnants drain arcane resources when worn and are very annoying to arane users.  (Makes swap cheese painful.)
      
      Antimagic displays its casting penalties in its description.
      
      See merge request !446
      408c23ee
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