Commit Graph

82 Commits (move)

Author SHA1 Message Date
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
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
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
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)
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
- 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
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
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
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
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
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
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
scrawl 32ff3b530c Change all instances of skill/attribute values to use an appropriate typedef. 11 years ago
scrawl 2a8ab932ef Bug #951: Only recalculate derived stats when attributes change 11 years ago
scrawl 7265b427fe Bug #1013: Rewrote fall height detection 11 years ago
scrawl 800a2845b0 Add Bound & Summon effects (will need some adjustments later) 11 years ago
scrawl 6f3d737498 Missing const, thanks to jeaye 11 years ago