- Apr 18, 2017
- Apr 17, 2017
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DarkGod authored
New static method Object:descCombat() to let addons pass a custom combat table and get a correct description
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- Apr 15, 2017
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DarkGod authored
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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
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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.
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- Apr 14, 2017
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Hachem_Muche authored
multiButtonPopup: takes a default choice, the choice function is optional, and only on valid choices can be focused.
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- Apr 13, 2017
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DarkGod authored
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DarkGod authored
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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
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- Apr 12, 2017
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Hachem_Muche authored
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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.
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DarkGod authored
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- Apr 10, 2017
- Apr 08, 2017
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DarkGod authored
Additional Melee Scaling Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagPower (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.) See merge request !451
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Hachem_Muche authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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- Apr 07, 2017
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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.)
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- Apr 06, 2017
- Apr 05, 2017
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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Hachem_Muche authored
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DarkGod authored
Melee Damage Scaling This replaces the previous MR: !333 Stats boosting weapon damage go through correct scaling (in Combat:combatDamage) when calculating weapon damage. Weapon damage range is applied before armor and deflection effects rather than after. The main gameplay effects are: A nerf (statistically) to armor values (~10-15%, depending on the weapon). Provides a much "smoother" transition from high armor targets being invulnerable to taking full damage. Makes the damage range of a weapon a significant consideration for the player as a means to overcome high armor values in some NPC's. Added/clarified combat messages produced by Combat:attackTargetWith function. Renamed "Reshape Armor/Weapon" to "Form and Function" and slightly buffed it's weapon damage bonus. This bonus is added to weapon damage in Combat:combatDamage to prevent it from bypassing scaling functions. See merge request !368
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DarkGod authored
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DarkGod authored
Disabled portal greater vault as it keeps on bugging weirdly
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- Apr 04, 2017
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Hachem_Muche authored
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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.
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- Apr 01, 2017
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