- Oct 21, 2015
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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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- Mar 28, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@3087 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 26, 2011
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dg authored
Actors now start with 150 Paradox so new players have more leeway before they start blowing themselves up Failure, Backfire, and Anomalies don't start happening until 200, 300 and 400 paradox Added gamelog messages for when paradox thresholds are crossed. git-svn-id: http://svn.net-core.org/repos/t-engine4@2856 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 22, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2792 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 15, 2011
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dg authored
Several Chronomancy abilities are now sustains Anomalies can no longer occurr in the Eidolon Plane Time Skip and Borrowed Time swapped positions in the Time Travel tree Corona should no longer hit the player Retribution description clearer git-svn-id: http://svn.net-core.org/repos/t-engine4@2730 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 11, 2011
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dg authored
Replaced Avoid Fate with a new talent Foresight Moved Perfect Aim to the Temporal Archery tree and replaced it with Daja Vu Moved Celerity to the Speed Control tree Moved Entropic Field to the energy tree Dimensional Step now gains more range with talent points Phase Shot is now a single target temporal shot that bypasses terrain and other obstacles Quantum Feed and Strength of Purpose now add some Physical and Spell saves Damage Smearing duration increased Echos from the Past now does much less Echo damage and some base Temporal damage and has a larger cone starting out Jumpgate now has a range attached to it rather then working everywhere on the level Balanced range and cooldown on several Paradox Mage spells Increased the duration on Time Skip slightly git-svn-id: http://svn.net-core.org/repos/t-engine4@2713 51575b47-30f0-44d4-a5cc-537603b46e54
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- Feb 02, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2612 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 30, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2562 51575b47-30f0-44d4-a5cc-537603b46e54
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- Jan 26, 2011
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dg authored
git-svn-id: http://svn.net-core.org/repos/t-engine4@2509 51575b47-30f0-44d4-a5cc-537603b46e54
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