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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.

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