ccad1fa0b8
Separated buffs into active and inactive buffs. There can only be 1 active buff at a time of a particular buff id. If a new buff is stronger than an active buff, it moves the active buff to inactive buffs. When active buffs are removed, it checks inactive buffs for any buffs of the same id and moves the strongest one to active buffs.
2020-10-26 19:28:18 -05:00
19c7ed7885
Added builder function for buffs
2020-10-26 19:28:18 -05:00
b8690473e4
When buffs expire from duration, now only they expire rather than ending all buffs of the same type.
2020-10-26 19:28:17 -05:00
125de0b46e
Creatures and playrs now have buffs component, buffs that expire now only end their particular buff instead of every buff with the same type.
2020-10-26 19:28:16 -05:00
c50063ad0c
Move addition/removal of buffs to server event.
2020-10-26 19:28:15 -05:00
7ab99a3bbf
Initial WIP implementation of the Buff system
2020-10-26 19:28:14 -05:00
1b47913835
fix clippy after toolchain update
2020-10-26 22:30:51 +01:00
153c6c3b13
Fixing Tarpaulin isn't easy.
...
So first off all we had to update the toolchain, i think everything in september is okay, but we got with this current version.
Then we had to update several dependencies, which broke:
- need a specific fix of winit, i think we want to get rid of this with iced, hopefully, because its buggy as hell. update wayland client to 0.27
- use a updated version of glutin which has wayland-client 0.27 and no longer the broke version 0.23
- update conrod to use modern copypasta 0.7
- use `packed_simd_2` instead of `packed_simd` as the owner of the create abandoned the project.
- adjust all the coding to work with the newer glutin and winit version. that also includes fixing a macro in one of the dependencies that did some crazy conversion from 1 event type to another event type.
It was called `convert_event`
- make a `simd` feature which is default and introduce conditional compiling.
AS I HAVE NO IDEA OF SIMD AND THE CODE. AND I DIDN'T INTRODUCE THE ERROR IN THE FIRST PLACE, WE PANIC FOR NON SIMD CASE FOR NOW. BUT IT WORKS FOR TESTS.
- tarpaulin doesnt support no-default-features. so we have to `sed` them away. semms fair.
2020-10-26 17:04:20 +01:00
4dcac28f8a
Ensure leap melee swing animation and hit are sync
2020-10-24 20:15:19 +00:00
b98e2a924d
Fixed hammer AI and added axe AI
2020-10-19 16:20:59 +02:00
34ce8bb042
Addressed comments
2020-10-19 16:20:59 +02:00
64ef7f39d6
Addressed comments on agent code
2020-10-19 16:20:59 +02:00
64d73abdec
roshwalr fix
2020-10-19 16:20:59 +02:00
caa048b1d5
small fixes
2020-10-19 16:20:59 +02:00
7a62ddfd3f
Add BeastClaw npc weapontype
2020-10-19 16:20:59 +02:00
f9383e4dd8
Add roshwalr npc
2020-10-19 16:20:59 +02:00
be1596a703
fixed agent code for staff rework
2020-10-19 16:20:59 +02:00
66b1fe67dc
rebase
2020-10-19 16:20:58 +02:00
c9985e14cb
Rename Saurok, various anim fixes
2020-10-19 16:20:58 +02:00
6a86567301
fix agent bug
2020-10-19 16:20:58 +02:00
65df398672
werewolf work
2020-10-19 16:20:58 +02:00
50aac17d94
Added secondary skills to agent code (except bow)
2020-10-19 16:20:58 +02:00
6c54e6d8fe
Add sand, snow and wood raptor npcs
2020-10-19 16:20:58 +02:00
588f66a1ee
Add treant npc
2020-10-19 16:20:58 +02:00
d2f91bc3a0
Assigns a ToolKind to bipedlarge weapons
2020-10-19 16:20:58 +02:00
0a9ec848a7
add lizardman npcs
2020-10-19 16:20:58 +02:00
204fa50de9
Add werewolf npc
2020-10-19 16:20:57 +02:00
e6684009c2
Made ability key not hardcoded in tool.rs.
2020-10-15 20:05:58 -05:00
d869f7e430
Moved explsion struct from within comp to common.
2020-10-14 21:06:55 -05:00
14e4af7ab6
Addressed playtesting feedback.
2020-10-14 21:06:52 -05:00
6a744eed82
anims
2020-10-14 21:06:32 -05:00
1ba8a6cfb3
Balance tweaks to staff abilities.
2020-10-14 20:57:01 -05:00
b5091a5891
Ai for staff-wielding enemies. Keyframes for shockwave state.
2020-10-14 20:56:24 -05:00
1c21362bc3
Fixed shockwaves hitting entities multiple times. Explosions can now regen energy. Staff M1 now has particles instead of using bomb particles.
2020-10-14 20:56:23 -05:00
7ef73f5981
Added particles for fire shockwave. Added ability key enum so held abilities could differentiate what button they should check. Modified energy fields on basic beam so it could drain energy every second.
2020-10-14 20:56:22 -05:00
cbb72363af
Reworked explosions. Tweaked staff fireball.
2020-10-14 20:56:21 -05:00
04dcd012da
Flamethrower particles.
2020-10-14 20:56:21 -05:00
c80f16ae74
Started to add particles.
2020-10-14 20:56:20 -05:00
256846a669
Initial implementation of new staff abilities.
2020-10-14 20:56:16 -05:00
4de42e36fd
Consolidated recover code in repeater_ranged
2020-10-14 17:10:27 -07:00
512d881cd2
Fixed clippy errors and added SFX
2020-10-14 15:30:58 -07:00
95c36cc3fb
Skill icons with proper rotation
2020-10-14 12:50:33 -07:00
1f3bd0e1d2
Responded to testing feedback
2020-10-14 12:50:33 -07:00
3bb59b36cd
energy values, remove hotload
2020-10-14 12:50:33 -07:00
64f72a73f9
axeleap tweaks
2020-10-14 12:50:33 -07:00
691acd730d
Smoother leap and recovery leap handling
2020-10-14 12:50:33 -07:00
22d8792c4b
adjustments to chargedmelee, repeater
2020-10-14 12:50:33 -07:00
521ffd64ba
cleanup
2020-10-14 12:50:33 -07:00
28eb58ddfa
anims
2020-10-14 12:50:33 -07:00
fadba23dde
Slight tweaks to leap
2020-10-14 12:50:33 -07:00