David Cernat
f4cdedd8cb
[General] Synchronize summoned creatures
8 years ago
Allofich
5d2090684a
Store mHitAttemptActorId in save files
8 years ago
Allofich
25c64dbb0f
Make combat engagement logic more like vanilla
...
(Fixes #2678 , Fixes #3705 )
8 years ago
scrawl
a825882c6b
Process death events at the end of the death animation ( Fixes #1873 )
9 years ago
scrawl
3749821809
Choose a random death animation for actors that start the game as dead ( Fixes #3397 )
9 years ago
scrawl
c3ef387208
Vanilla-compatible creature/NPC respawning ( Fixes #2369 , Fixes #2467 )
9 years ago
dteviot
ff5ef7055e
extracted function CreatureStats::isParalyzed()
10 years ago
scrawl
a1432b0255
Move attackingOrSpell flag to the CharacterController
10 years ago
scrawl
882e359008
Move attackStrength to the CharacterController, where it should have been to begin with
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Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
10 years ago
scrawl
44582fe3b3
Don't use separate werewolf skills/attributes for non-player werewolves
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Still need to deal with save files.
10 years ago
scrawl
f267497c03
Allow separate summoned creature instances for each spell ID ( Fixes #2194 )
10 years ago
scrawl
cc9af9562b
Function_CreatureTargetted should return '2' for werewolfs
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This makes NPCs say the correct attack voice files when fighting a werewolf.
10 years ago
scrawl
886903d70e
Implement HitAttemptOnMe function (Bug #2078 )
10 years ago
scrawl
0a466ad643
Make recalculation of magicka less aggressive ( Fixes #2155 )
10 years ago
scrawl
7252cb63a6
Fix cppcheck issues
10 years ago
scrawl
be7839873a
Don't trigger dynamic stats recalculation when setting up actor initial stats ( Fixes #1927 )
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This caused the magicka value set in the CS to be ignored completely, so flame atronachs were spawning with 50 magicka instead of 105.
10 years ago
scrawl
282c93ccc5
Handle death in actor update rather than instantly ( Fixes #1866 )
10 years ago
scrawl
2db50da8dd
Implement magic effect script instructions (Feature #1489 )
11 years ago
Digmaster
a32ab842ae
Added ForceJump/ForceMoveJump commands
11 years ago
scrawl
4773d754c6
Remove redundant isHostile flag ( Fixes #1652 )
11 years ago
scrawl
804f1a5e59
Adjust combat mechanics
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- Projectiles can not trigger critical hits
- Critical hits are only possible if the target is not in combat (Fixes #1669 )
- Hand-to-hand deals damage to health during entire duration of knockdown animation (including standing up)
11 years ago
scrawl
2477456f99
Implement Murder crimes and OnMurder instruction ( Fixes #1315 )
11 years ago
scrawl
ee2b81763e
Savegame: Store AiSettings and summoned creatures
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CreatureStats state is now completely stored (Closes #1174 )
Also play VFX_Summon_Start and VFX_Summon_End visual effects.
11 years ago
scrawl
0966755a0c
Store death animation index in CreatureStats
11 years ago
scrawl
b4ed828e21
Feature #1323 : Implement restocking items (does not handle levelled lists yet)
11 years ago
scrawl
61187c2fef
Savegame: store actorIds
11 years ago
scrawl
7697ab37e0
Fixes #1129 : Change summoned creatures to use ActorId
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Gracefully handles summoned creatures that are left behind in inactive cells.
11 years ago
scrawl
3cdbcf3c28
Merge branch 'actorid' of https://github.com/OpenMW/openmw
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Conflicts:
apps/openmw/mwmechanics/creaturestats.cpp
11 years ago
scrawl
6cc691115b
Savegame: store most of CreatureStats
11 years ago
Marc Zinnschlag
0c2843b0f7
some missing cleanup
11 years ago
Marc Zinnschlag
f6a876bc3d
added actor ID
11 years ago
Thomas
c2127845af
Added onKnockdown command
11 years ago
Jeffrey Haines
940c88d2ec
Cleaned up code, implemented crime ids
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There is a problem with my game freezing. ToggleAi stops my character
11 years ago
Jeffrey Haines
70919ba60a
Removed witnesses and minor changes
11 years ago
Jeffrey Haines
0c957a3cde
Added witnesses to the mix
11 years ago
Jeffrey Haines
58b135a2be
Crime is now checked every frame call
11 years ago
Jeffrey Haines
6f1211dd8d
Moved mWitnesses into Player. resetCrime for paying fine.
11 years ago
Jeffrey Haines
50dac98a2b
Feature 1154 & 73: Crime and NPC reactions
11 years ago
Jeffrey Haines
2a8bf46607
Trader Gold Reset Delay
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Implemented traded gold reset delay.
Note:
Traders gold pool is still in inventory.
11 years ago
Marc Zinnschlag
9788bbcab9
partially store creature state in saved game files (only attributes and dynamics for now)
11 years ago
scrawl
cc40cec395
Move levelup to NpcStats
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The code came from back in the days where NpcStats did not derive from CreatureStats.
11 years ago
mrcheko
e50e94af0b
remove CreatureStats::mAttackType, set/getAttackType()
11 years ago
scrawl
16f5f5862d
Feature #956 : Implement blocking melee attacks
11 years ago
scrawl
13646a651b
Issue #777 : Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
11 years ago
scrawl
69ca03c308
Issue #777 : Move DrawState to CreatureStats. All creatures can cast spells, and some creatures have weapons.
11 years ago
scrawl
9b32b1403b
Feature #960 : Implement Creature::hit
11 years ago
scrawl
da3295d69c
Closes #1106 : Move stance to CreatureStats, since creatures also have separate run/walk animations.
11 years ago
scrawl
83872f6bf5
Knockdown / hit recovery improvements. Use formula and GMSTs from research wiki for knockdown determination. Hand-to-hand automatically knocks out when fatigue empty.
11 years ago
scrawl
2bb21f2f76
Don't copy NpcStats/CreatureStats unnecessarily. Fixes a bug: taunt actions would not correctly increase the target's fight rating.
11 years ago
scrawl
14b70a3ce6
Implement AI related magic effects (calm, frenzy, rally, demoralize, turn undead)
11 years ago