Swrup
a8579670cf
make apply_attack() return if attack was actually applied
2021-07-08 21:05:32 +02:00
juliancoffee
46772c67e3
Remove post-armor crit damage
2021-06-30 03:16:04 +03:00
Joshua Barretto
1b1287f407
Repaired common such that it works for plugin targets
2021-06-11 08:33:32 +01:00
Sam
0488b2fcd0
Adressed comments on energy and armor functions.
2021-06-07 11:06:25 +02:00
Sam
855384fbeb
Crit power stat now functional, added comments on each stat field to better describe what the stat does and what values should be used.
2021-06-07 10:58:42 +02:00
Sam
6790b71d53
Energy recovery stat functional.
2021-06-07 10:58:32 +02:00
Sam
9173dca03f
Added equip slots for other weapons.
2021-05-15 15:16:37 -05:00
Avi Weinstock
e4cda4309e
Add DamageKind
, and make piercing damage partially ignore damage resistence.
...
- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
Sam
372eff2a02
Initial SCT implementation to display blocks.
2021-04-25 13:09:09 -04:00
Sam
b9d6bd2fd2
Parrying no longer requires releasing the block button, and instead can parry if block happened in buildup.
2021-04-25 13:09:07 -04:00
Sam
288a6f3a82
Blocking now works if no weapon is equipped in main hand.
...
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
Sam
f5ec23df48
Parrying
2021-04-25 13:08:42 -04:00
Sam
91c6288213
Melee weapons can now block.
2021-04-25 13:08:42 -04:00
Ludvig Böklin
762c68cfbb
Basic fluid dynamics and physical properties for entities
2021-04-20 17:38:19 +02:00
holychowders
568a8d9666
Resolve Issue #978 - Extract SkillSet Into Its Own Component
2021-04-14 15:35:34 +00:00
holychowders
a4b00a3b97
Fix issue #1061 - Combat Rating is Affected by Buffs
...
Replaced `stats` with `None` into the calculation for damage reduction
2021-04-07 17:09:51 -07:00
DaforLynx
6734198104
Adds on-hit combat sfx
2021-04-04 03:04:02 +00:00
Sam
ca1a93ba21
Actually committed bone staff fix.
2021-04-03 10:26:32 -04:00
Snowram
9a3f6d8261
Substitutes DPS for CR in item tooltip
2021-04-03 00:10:31 -04:00
Sam
be5d47a512
Factored out weapons into their own rating.
2021-04-03 00:08:40 -04:00
Sam
0d3795112c
Added cursed flame attack to mindflayer
2021-03-27 21:05:03 -04:00
Sam
92c9e8c477
Fixed gaining combo by shooting loot bags
2021-03-20 16:26:10 -04:00
Sam
de5ef03ac4
Auras will now refresh buffs if a buff was already present that had a lesser duration.
...
Attack effects can now have multiple requirements.
Fix for sceptre heal not requiring energy.
Nerfed warding aura protection.
Added icon for warding aura.
Changelog.
2021-03-09 18:03:06 -05:00
Sam
18edc1092b
Basic beam now generates combo. Healing beam now consumes combo, and requires combo to heal.
2021-03-09 17:59:33 -05:00
Avi Weinstock
d8f0a1c426
Add critical chance and critical multiplier stats to weapons.
2021-03-08 23:27:25 -05:00
Sam
d09baadab2
Added command: '/safezone'
2021-02-28 18:14:59 -05:00
Sam
a88ad7b971
Added invulnerability debuff. Currently tied to campfire spawned with '/campfire' command.
2021-02-28 15:02:03 -05:00
Sam
f24433c8cf
Added combo component
2021-02-27 14:55:06 -05:00
Avi Weinstock
78014d7d3b
Put material stats in their own manifest, and multiply a form's stats by the weighted average of the material multipliers.
2021-02-23 15:49:34 -05:00
ccgauche
74ec5c652a
Added safety section to the EcsAccessManager
2021-02-23 13:58:07 +01:00
ccgauche
267e7d8b4c
Finalized Retrieve API
2021-02-22 23:59:41 +01:00
Avi Weinstock
8bdbf4f7c9
Implement modular weapons.
...
- Add ItemKind::ModularComponent, Item::components.
- Add tool::StatKind::{Direct,Modular} for the modular weapons themselves.
- Move ItemConfig from ItemDesc to Item, so components' stats can be taken into account.
- Crafting stores into the components field.
- Components/recipes/placeholders are created dynamically.
- Show which components a modular weapon contains in the tooltip in voxygen.
Squashed fixes:
- `Item::duplicate` components in `Item::new_from_item_def`.
- Speed of 1.0 for now.
2021-02-20 14:30:39 -05:00
Phillipp Mevenkamp
f5e1d446ad
Replace magic dr constant
2021-02-06 18:21:58 +01:00
Pascal Fuhrmann
9f7637ab21
Converted combat states and other semi-combat-related to use float-values instead of integers to prevent more casts
2021-02-05 01:39:12 +00:00
Sam
be8df9aef6
Addressed comments.
2021-02-02 16:08:09 -05:00
Sam
80954f3ba4
Made attacker entity and uid optional to remove potential for attacks to not be applied and some unwraps.
2021-02-02 13:07:07 -05:00
Sam
af982ec0bb
Changed knockback to be an effect on the overall attack, rather than a damage.
2021-02-02 13:07:07 -05:00
Sam
17d1432be0
Outcomes now correctly read if an attack had any healing components.
2021-02-02 13:07:06 -05:00
Sam
5eec915c2e
Added support for damage falloff with explosions.
2021-02-02 13:07:06 -05:00
Sam
5c16b0b532
Explosions now use attacks.
2021-02-02 13:07:06 -05:00
Sam
e5caef8a54
Effects on attacks can now require energy.
2021-02-02 13:07:05 -05:00
Sam
2b11ae6569
Attacks can now heal.
2021-02-02 13:07:04 -05:00
Sam
edcfcc31f6
Attacks can now deal poise damage.
2021-02-02 13:07:04 -05:00
Sam
fcd89a5d41
Lifesteal now functional on Attack.
2021-02-02 13:07:03 -05:00
Sam
fdef168e82
Beams now use Attack, with limited functionality in some cases.
2021-02-02 13:07:03 -05:00
Sam
59ce8c6843
Projectiles now use attacks.
2021-02-02 13:06:57 -05:00
Sam
46dbb8aef4
Attack effects can now have requirements.
2021-02-02 13:06:34 -05:00
Sam
c77f263cd1
Effects now work when not tied to a damage.
2021-02-02 13:06:34 -05:00
Sam
18aa315f0d
Rolling now dodges melee attacks again.
2021-02-02 13:06:34 -05:00
Sam
78879d5189
Attacks can now inflict de/buffs.
2021-02-02 13:06:33 -05:00