- Oct 24, 2015
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Samuel Wegner authored
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Samuel Wegner authored
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Samuel Wegner authored
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Samuel Wegner authored
1. Since the customizable table cloning function may be useful for other purposes than just making Chronomancy clones, I moved it to engine/class.lua and renamed it cloneCustom(). It works like cloneFull(), but allows specifying a table of keys/values to skip or replace in the clone table. If desired, I could instead just modify cloneFull() to have an optional parameter for the "alt_nodes" table, but I didn't want to mess with it without permission. There could be a conditional statement to pick between two different recursive functions so the optional param doesn't impact performance, if that's a concern. 2. Updated comments for cloneFull() and related functions for clarity. The comment originally said it returns the clone and the number of objects cloned, but it actually only returns the clone. I think the comment may have been copied from somewhere else and not updated. 3. Renamed the "t" param from cloneFull() to "post_copy" to be more descriptive and to be consistent with cloneCustom(). This has no functional impact. 4. Significantly expanded the number of properties which are skipped when making Chronomancy clones of an actor. Hopefully this will improve performance and maybe even help with the memory leak. I didn't see any errors during brief testing, but it probably merits more testing.
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- Oct 22, 2015
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Samuel Wegner authored
I just remembered why I originally designed it this way: We only want to skip if neither 'k' nor 'v' is specified in alt_nodes since we want to allow substituting user-specified values for either.
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- Oct 21, 2015
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Samuel Wegner authored
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Samuel Wegner authored
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Samuel Wegner authored
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Samuel Wegner authored
Fix 1: Improve cloning function Previously, makeParadoxClone() temporarily cleared the actor's particles and main inventory so that they wouldn't be copied by cloneFull() when making Warden's Call clones. However, this resulted in some players losing their inventory, probably due to some race condition during lag caused by the Warden's Call memory leak. Now, makeParadoxClone() has its own recursive table cloning function with options for skipping specific nodes or assigning them a different value from the source table. This way, we can clone an actor without modifying that actor's table. Fix 2: Create cleanup function for Warden's Call Added a basic cleanup function for Warden's Call clones. Currently, it just makes sure they're dead and replaces references in timed effects with references to the player, so the clones can be freed by the garbage collector. More features will likely be added as I find other causes of the memory leak. NOTE: These changes don't fix the memory leak. It may help a little, but that issue needs more investigation. It's probably worth pushing these changes back to v1.3.X in a minor update to fix the issue with missing player inventory. Completely fixing the memory leak may take a while.
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- Sep 29, 2015
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Hachem_Muche authored
This can now handle mainhand/offhand/psionic focus simultaneously. (So, a gunslinger/mindslayer randboss can theoretically triple shoot.) Includes updates to hasArcheryWeapon(type, quickset), archeryAcquireTargets(tg, params), archery_projectile(tx, ty, tg, self, tmp) and archeryShoot(targets, talent, tg, params). These are still compatible with existing talents but some of the new orcs talents need tweaking (separate MR forthcoming). Double weapons are supported for both archery and melee combat. Weapon resource costs are standardized with a new general function Actor:useResources(costs, check). This is used to check for a weapon.combat.use_resources list of resources to be deducted to perform the attack. (checks all regularly defined resources, not paradox). This can be easily adapted to other actions (resources to use (or regen) with movement, or to use an object, for example. Resource costs to attack are correctly supported for each attack performed: Archery (shooters and ammo, per shot, including bomardment), melee weapons (including shields), and unarmed combat. Insufficient resources causes ranged attack(s) to be canceled (message to player) and melee attacks to attempt an unarmed attack or cancel the attack completely (if the unarmed attack also needs unavailable resources). Archery will use the correct archery training talents (based on the shooter), to determine combat damage. Mixed shooter/ammo combos are now fully supported: Each shot will have the correct speed and range for its shooter/ammo combination, and, by default, archeryAcquireTargets will not assign shots for shooters that cannot reach the target. (i.e. range 10 steamgun + range 6 sling, with swift ammo will be properly resolved to have different travel speeds and maximum ranges, and only the steamgun will fire at a range 8 target.) The archery_range(t, type) function returns the maximum range of eligible weapons instead of the minimum. and archeryAcquireTargets will cancel if the target is out of range of all shooters. Archery targeting for the player with mixed range shooters now highlights the ranges (blue/yellow/red for all/some/none within range) to warn the player if some of the shooters are out of range. All weapons can be forced to fire by holding ctrl while targeting. (ctrl_SPACE, ctrl_RETURN, and ctrl_KP_ENTER bound to accept in game targeting.) Archery messages for the player are updated to be more clear and distinct. ("Your steel steamgun CANNOT SHOOT (Resource: Steam)"). Combat log messages for archery damage are more clear "player's SHOOT misses target." rather than "player misses target." Added a new hook to archeryShoot to apply transient actor effects to the projectiles at the point of creation. Added more code comments to make this relatively opaque part to the code more comprehensible for addon-developers. Beyond the flesh now works with all archery weapons, which will attempt to fire at the appropriate target when an archery talent is used (not autonomously). This is an interesting new ranged option for Mindslayers, though not terribly effective without additional archery skills. A new attribute "psi_focus_combat" enables combat with the psionic focus separate from "use_psi_combat" which affects all combat stats. This is followed through for quick sets, including Warden switching checks. Updated the character sheet (shows accurate damage and more complete info, including weapon type by skill and ammo range and speed). Actor tooltips now show each weapon equipped (short name), instead of a combined list of keywords. (i.e. Main: <weapon icon> iron, ego Off : <shield icon> thick coral plate ) Projectile tooltips now display speed and direction, and more than one will show up within a tile. Object descriptions and tooltips have been updated to show resource costs.
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- Apr 28, 2015
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Alex Ksandra authored
Better error messages, check for nonzero ammo (so NPCs won't try to shoot while being low on arrows).
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- Mar 29, 2015
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Eric Wykoff authored
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- Mar 24, 2015
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DarkGod authored
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- Mar 23, 2015
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Eric Wykoff authored
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Eric Wykoff authored
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Eric Wykoff authored
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- Mar 08, 2015
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Eric Wykoff authored
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- Mar 04, 2015
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DarkGod authored
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- Mar 03, 2015
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Eric Wykoff authored
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Eric Wykoff authored
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- Feb 27, 2015
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Eric Wykoff authored
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- Jan 18, 2015
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Eric Wykoff authored
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- Jan 10, 2015
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Eric Wykoff authored
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- Jan 08, 2015
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Eric Wykoff authored
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- Jan 01, 2015
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DarkGod authored
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- Sep 05, 2014
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Eric Wykoff authored
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- Jul 09, 2014
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Eric Wykoff authored
Paradox now adjusts spellpower and spell costs for chronomancy by plus or minus 50 percent Paradox will modifier on many items reduced to keep them in line with natural willpower progression Actor Paradox now starts at 300 Paradox Mage and Temporal Warden life ratings improved Chronomancy can no longer fail or backfire Anomalies rewritten and rebalanced Many new anomalies added Paradox over 600 now generates major anomalies Temporal Wardens revised. Now a pure caster class much like Reavers (no stamina). New trees added and all old ones rebalanced and retooled.
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- Jan 16, 2014
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DarkGod authored
yay
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- Feb 20, 2013
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@6436 51575b47-30f0-44d4-a5cc-537603b46e54
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- Dec 21, 2012
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@6178 51575b47-30f0-44d4-a5cc-537603b46e54
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- Aug 28, 2012
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dg authored
Fixed Precognition (hopefully) Fixed steady mind defense bonus Reduced duration of dreamscape Dream prison drain is now based on a percentage of maximum psi git-svn-id: http://svn.net-core.org/repos/t-engine4@5611 51575b47-30f0-44d4-a5cc-537603b46e54
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- Mar 06, 2012
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@4955 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 19, 2012
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dg authored
Spacetime Tuning reworked now a sustain that reduces paradox over time Haste values reduced Static History values reduced git-svn-id: http://svn.net-core.org/repos/t-engine4@4889 51575b47-30f0-44d4-a5cc-537603b46e54
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- Sep 27, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@4473 51575b47-30f0-44d4-a5cc-537603b46e54
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- Sep 12, 2011
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dg authored
Chronomancy 'teleport' spells now behave similarly to other teleport spells Anomaly swap should no longer be able to swap players into vaults Spacetime mastery hit bonus fixed Adjusted static history scaling git-svn-id: http://svn.net-core.org/repos/t-engine4@4377 51575b47-30f0-44d4-a5cc-537603b46e54
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- Sep 05, 2011
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dg authored
Paradox fail, anomaly, and backfire calculations now take into the account the cost of the talent being used Fatigue penalties for paradox spells doubled See the Threads is now instant cast and costs less paradox Precognition duration extended Mutually exclusive paradox talents now say they can't be used at the same time Targeted chronomancy teleportation effects can now backfire (leaving the caster standing one tile away) git-svn-id: http://svn.net-core.org/repos/t-engine4@4332 51575b47-30f0-44d4-a5cc-537603b46e54
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- Aug 10, 2011
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dg authored
Removed Damage Shunt and Flawed Design Precognition and revision will now correctly clear their chronoworlds Reduced effeciency of Energy Decomposition Redux is now instant cast with the repeated spell now consuming the action Revision will now put Door to the Past on cooldown when cast Chronolith's in the Temporal Rift buffed slightly git-svn-id: http://svn.net-core.org/repos/t-engine4@4079 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jun 01, 2011
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dg authored
Anomaly chance is now reduced by willpower like failure and backfire Switched anomaly and backfire chances Elite horrors will be more dangerous and have more hit points (but generally rarer) Carrion Worms are more dangerous Dredge Frenzy no longer costs paradox (preventing offscreen anomalies) Fixed precognition Fixed borrowed time timed effect tooltip Few typos corrected git-svn-id: http://svn.net-core.org/repos/t-engine4@3534 51575b47-30f0-44d4-a5cc-537603b46e54
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- May 10, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@3331 51575b47-30f0-44d4-a5cc-537603b46e54
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- Mar 30, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@3113 51575b47-30f0-44d4-a5cc-537603b46e54
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