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560 commits

Author SHA1 Message Date
Glorf
48d9885554 Started bugfix #691 2013-04-05 15:42:05 +02:00
Marc Zinnschlag
18e046e628 cleaned up race record struct 2013-04-04 13:50:36 +02:00
Glorf
08e9bb0236 Another small enchanting fix 2013-04-03 18:25:40 +02:00
Glorf
ae3e4ecf8b Finished enchanting 2013-04-03 18:02:30 +02:00
Glorf
7b7d3353a6 Exception for enchanting with Azura Star 2013-04-02 22:23:38 +02:00
Glorf
369cf0b4ca Enchanting price mechanics 2013-04-02 20:46:48 +02:00
Marc Zinnschlag
df658d29f0 Merge branch 'faction' 2013-04-02 14:21:51 +02:00
Marc Zinnschlag
f9f520df34 adjusted faction record to increase consistency with other records 2013-04-02 13:59:45 +02:00
gus
6a33170ca2 More bugfix, but I don't like this one. 2013-04-01 17:44:06 +00:00
gus
20af7d89a2 post master-merge fixes. Looks a little odd. 2013-04-01 17:30:40 +00:00
gus
2be9405c96 the sgn function is no longer in the global namespace 2013-04-01 15:44:08 +00:00
Marc Zinnschlag
751c679255 Merge remote-tracking branch 'glorf/enchanting' 2013-04-01 17:35:04 +02:00
Marc Zinnschlag
9dbd024076 another minor fix 2013-04-01 17:30:54 +02:00
Glorf
1bff6ed872 Enchaning values import, fixed constness 2013-04-01 17:12:47 +02:00
gus
1eb3d3e10e Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AI
Conflicts:
	apps/openmw/CMakeLists.txt
2013-04-01 14:10:19 +00:00
gus
47cc945ef4 more refactoring 2013-04-01 12:38:13 +00:00
Marc Zinnschlag
26db983599 minor fix 2013-04-01 10:46:08 +02:00
Chris Robinson
d0703efd69 Another place to check the class' isActor method 2013-03-31 17:32:39 -07:00
Chris Robinson
04aeb3dd07 Rename Mechanics' Activators to Objects 2013-03-31 17:32:38 -07:00
Chris Robinson
10d04c928c Use the object's class to check if it's an actor 2013-03-31 17:32:38 -07:00
Glorf
d29a42dcbe Fixed enchanting mechanics 2013-03-31 23:18:23 +02:00
gus
63424ade56 refactoring 2013-03-31 17:30:03 +00:00
scrawl
1a2daa3bc1 Merge branch 'master' of git://github.com/zinnschlag/openmw into companion 2013-03-31 14:50:03 +02:00
scrawl
b0199c703c Companion UI 2013-03-31 13:13:46 +02:00
Chris Robinson
4836ba16f7 Implement turning states 2013-03-31 03:50:20 -07:00
Chris Robinson
7b02ec411b Apply the rotation when updating the character controller 2013-03-31 01:29:24 -07:00
Chris Robinson
466c0086b8 Use a full Movement to hand off to the world physics update 2013-03-31 00:13:56 -07:00
Chris Robinson
0ce188b7cc Store the position and rotation in MWMechanics::Movement 2013-03-30 19:00:46 -07:00
Chris Robinson
af65ecd841 Pass the movement vector in as a parameter to CharacterController::update 2013-03-30 18:37:40 -07:00
Glorf
7dbc779c3a Self-enchanting mechanics 2013-03-30 19:08:42 +01:00
scrawl
e7af718b55 Remove unnecessary WindowManager::messageBox arguments 2013-03-30 12:56:37 +01:00
Marc Zinnschlag
573368849b Merge remote-tracking branch 'glorf/enchanting'
Conflicts:
	apps/openmw/CMakeLists.txt
2013-03-29 16:48:21 +01:00
Glorf
86275e5bd4 Some enchanting fixes 2013-03-29 12:00:09 +01:00
Glorf
cc8f7f238e Enchanted item base ptr fix 2013-03-29 00:55:29 +01:00
Glorf
eb88463b94 Some enchanting fixes 2013-03-28 23:39:20 +01:00
Glorf
6643fe789c Enchanting system 2013-03-28 17:41:00 +01:00
scrawl
efe6a3ebee Fix compile error & warnings 2013-03-26 18:01:01 +01:00
scrawl
2ecd2f4ecd Merge branch 'next' into HEAD 2013-03-26 17:44:53 +01:00
scrawl
a2ca679beb Added PC repair feature 2013-03-23 08:16:46 +01:00
Marc Zinnschlag
fd2c07a6f4 delete death events on adding an actor to the scene 2013-03-18 10:54:47 +01:00
Marc Zinnschlag
61cb0f98a6 keep track of death events 2013-03-18 10:47:09 +01:00
scrawl
95e1cdc07d Move getArmorRating to MWWorld::Class. 2013-03-17 22:29:12 +01:00
scrawl
dd57eabc3e Better use an enum for magic effect IDs 2013-03-16 23:28:26 +01:00
scrawl
1666bc7740 Armor rating 2013-03-16 22:53:33 +01:00
gus
9efb073617 clean up + correct a bug 2013-03-14 18:05:00 +00:00
gus
80804fac35 check if the NPC is close from a non loaded cell. If yes, AITravel is simply ended. 2013-03-14 17:16:37 +00:00
gus
f943580138 Somehow manages to get from one cell to another, but this looks wrong... And I don't know how morrowind do it, because aitravel is completly buggy 2013-03-12 17:44:22 +00:00
gus
bbc4c23f7e AITravel now works correctly on exterior cells. As long as NPC don't try to leave cell, it's ok. 2013-03-10 15:07:22 +00:00
Emanuel Guevel
c020665cf2 Fix appending int to string in an exception message 2013-03-09 01:00:03 +01:00
gus
01908dbcc2 little improvement 2013-03-06 21:17:33 +00:00
gus
5fc7103425 First attempt at pathfinding using boost::graph 2013-03-06 20:31:47 +00:00
scrawl
8be9627c8d Fix method signatures 2013-03-06 21:26:41 +01:00
scrawl
f7d8f6456f Stats should never go below 0 2013-03-06 20:45:11 +01:00
scrawl
268bb23590 Implemented sneaking animation 2013-03-06 16:58:56 +01:00
scrawl
6f05c4229f Implemented potion & ingredient effect stacking 2013-03-03 12:41:37 +01:00
scrawl
cf87708c1f Magic effect icons for spells 2013-03-03 12:01:19 +01:00
Chris Robinson
000128d084 Merge remote-tracking branch 'zini/master' into misc-cleanup 2013-02-25 10:38:08 -08:00
Chris Robinson
48271e49ec Properly update the Ptr object in the mechanics manager when moving across cells 2013-02-25 09:57:34 -08:00
Marc Zinnschlag
88e8659a49 minor cleanup 2013-02-25 16:52:31 +01:00
scrawl
73d48a95f6 Add message box when the player tries to move when being overencumbered. 2013-02-25 16:31:48 +01:00
Chris Robinson
89d4c245e9 Better calculate jump velocity
The fatigue term isn't currently used correctly
2013-02-24 03:30:33 -08:00
Chris Robinson
d77d035d3a Handle the "sound" events in runAnimation 2013-02-23 14:15:11 -08:00
Chris Robinson
e6da9dfae5 Specify the animation key to stop playing at 2013-02-23 05:15:10 -08:00
Chris Robinson
f841576bba Don't override animations played with playgroup 2013-02-23 01:54:46 -08:00
Chris Robinson
7fcca180b6 Implement rudimentary jumping 2013-02-20 20:08:04 -08:00
Chris Robinson
1399a06c76 Update animation looping when setting the same state 2013-02-19 04:01:33 -08:00
Chris Robinson
17200cb226 Don't try to move when there's no speed 2013-02-18 20:43:55 -08:00
Chris Robinson
627b866744 Don't try to set a new state when dead 2013-02-18 06:29:16 -08:00
Chris Robinson
f2948ced23 Allow diagonal movement 2013-02-18 03:07:31 -08:00
Chris Robinson
e4341525c8 Add a jump state
Currently unused
2013-02-15 04:45:28 -08:00
Chris Robinson
ff0099fa6e Scale the animation speed based on the animation velocity and movement speed
This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
2013-02-15 02:15:39 -08:00
Chris Robinson
3348e8a436 Clarify a comment 2013-02-14 22:41:14 -08:00
Chris Robinson
cbaf489eb6 Add running states 2013-02-06 16:53:52 -08:00
Chris Robinson
fc307e64b0 Add swimming states 2013-02-05 19:05:07 -08:00
Chris Robinson
8c0bb1ff4d Rotate movement in the movement solver 2013-02-05 14:02:14 -08:00
Chris Robinson
f7f1adfb9d Don't accumulate animations with activators 2013-02-05 12:55:06 -08:00
Chris Robinson
2c39760bd5 Move the movement solver code to mwworld's physics system 2013-02-05 12:45:10 -08:00
Chris Robinson
0a4568bd11 Move the PtrMovementList typedef to MWWorld
Use it for the doPhysics parameter, too
2013-02-05 11:03:39 -08:00
Chris Robinson
d50832081c Remove the unneeded PhysicActor field from MovementSolver 2013-02-05 09:37:02 -08:00
Chris Robinson
a782a9109b Store the vertical velocity in the physic actor 2013-02-05 09:24:22 -08:00
Chris Robinson
82e4da4e64 Get the half-extents from the physicactor 2013-02-05 07:41:57 -08:00
Chris Robinson
1c604445ba Store movement vectors as they get returned 2013-02-05 06:59:01 -08:00
Chris Robinson
5ee298cdc1 Make sure the player updates last 2013-02-04 14:08:38 -08:00
Chris Robinson
2f8affc955 Make sure the player's controller is properly updated when they change 2013-02-04 12:58:06 -08:00
Chris Robinson
ee9b19d2ed Make sure to remove a Ptr from the activators when requested 2013-02-04 12:04:06 -08:00
Chris Robinson
39cf7b0b42 Pass the Ptr of the object being moved to the move method
This prevents having to store another copy of it, which risks getting out of
sync.
2013-02-04 11:17:48 -08:00
Chris Robinson
1a5cb8760d Rotate movement vector to world space before passing to the movement solver 2013-02-04 11:04:20 -08:00
Chris Robinson
6b32fa7999 Use the correct position for the actor 2013-02-04 09:48:21 -08:00
Chris Robinson
1747c1e01a Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
2013-02-04 07:10:14 -08:00
Chris Robinson
91513206a0 Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
2013-02-03 12:02:51 -08:00
Chris Robinson
51d5efeeb2 Work out the state in the character controller update method 2013-02-03 07:15:34 -08:00
Chris Robinson
7fe877d8ea Add a couple more character states 2013-02-03 00:19:22 -08:00
Chris Robinson
007a5963de Handle most state changes in the character controller when setting the movement vector 2013-02-02 23:39:43 -08:00
Chris Robinson
04d4c125ba Print when an animation event is unhandled 2013-01-29 02:00:42 -08:00
Chris Robinson
d4ddaa3d95 Only register activators that have a MWRender::Animation object 2013-01-29 01:08:52 -08:00
Chris Robinson
fdabef65a1 Use a method to update an object's cell in the mechanics manager
This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells.
2013-01-29 00:19:24 -08:00
Chris Robinson
8d98f3649c Use a separate class to handle activator mechanics 2013-01-28 23:39:11 -08:00
Chris Robinson
37fe1bd3f0 Handle looping in the Animation object 2013-01-21 22:51:13 -08:00
Chris Robinson
e956a1cbc0 Merge SpecialIdle character state into Idle 2013-01-21 03:24:52 -08:00
Chris Robinson
6905bd18ba Filter out the group name from the text keys
It's already in the animation name, and the text keys are animation-specific
anyway.
2013-01-21 02:59:12 -08:00
Chris Robinson
85ca1e993f Properly check if an animation exists before playing it 2013-01-19 21:55:04 -08:00
Chris Robinson
68779375b2 Implement WalkLeft and WalkRight character states 2013-01-19 16:19:47 -08:00
Chris Robinson
a7b07ee5cf Don't reset the animation when setting the same state
Unless looping is being toggled on.
2013-01-19 15:46:22 -08:00
Chris Robinson
e0541b52c4 Use a list to store and get state information 2013-01-19 14:56:24 -08:00
Chris Robinson
de2d084e61 Add a looping property to handle if an animation should loop 2013-01-19 14:22:15 -08:00
Chris Robinson
0b68953f0d Scale animation speed using the direction length
The direction length doesn't currently give a good speed, but it's something.
2013-01-18 21:40:47 -08:00
Chris Robinson
aecfc0829a Implement WalkForward and WalkBack character states 2013-01-18 18:04:00 -08:00
Chris Robinson
e33f59e0fe Ensure the direction vector is initialized and copied properly 2013-01-18 17:41:36 -08:00
Chris Robinson
1cdd64cd9b Return the animation movement from the character controller.
Consequently, dead actors don't move anymore. The doPhysics call apparently
isn't moving them.
2013-01-18 17:05:58 -08:00
Chris Robinson
9235fba770 Store the movement vector in the character controller 2013-01-18 16:00:51 -08:00
Chris Robinson
40f8e75763 Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations
Note that actors will *not* automatically resume a normal idle state afterward.
Their AI will need to control what to do when the special idle is finished.
2013-01-18 15:39:28 -08:00
Chris Robinson
a527cb8349 Loop the current animation when not dead
This should be better, but it's not perfect. It misses the case where
start < loop start == loop stop <= stop
2013-01-18 15:22:14 -08:00
Chris Robinson
c7684cb979 Pass the key time to markerEvent 2013-01-18 14:50:55 -08:00
Chris Robinson
3e9b0a333c Allow specifying the accumulation for animations
Animations that move a character may do so either visually or physically. An
axis' accumuluation value specifies whether the movement is visual (0) or
physical (1). Idle animations, for instance, typically don't physically move a
character, while death animations may physically move them along the X and Y
planes, but not along Z (the vertical movement is purely visual).
2013-01-18 14:25:32 -08:00
Chris Robinson
5cafc24ee2 Rename CharState_Alive back to CharState_Idle 2013-01-18 13:43:45 -08:00
Chris Robinson
a94947029e Check the marker name before deciding what to do with it
Also, don't force 'idle' after a playgroup
2013-01-18 00:59:48 -08:00
Chris Robinson
9d7ccfda1f Rename CharState_Idle to CharState_Alive 2013-01-17 21:07:36 -08:00
Chris Robinson
8720433fa9 Do not automatically loop animations
There are 0 length idle animations that break this
2013-01-17 17:54:09 -08:00
Chris Robinson
8fa1b56efc Loop the current animation if there's nothing more queued 2013-01-17 16:34:26 -08:00
Chris Robinson
7cce44290e Handle the animation queue in mwmechanics 2013-01-17 13:18:40 -08:00
Chris Robinson
47c157303a Filter events that do not belong to the current group 2013-01-17 11:03:58 -08:00
Chris Robinson
da4f17859e Recognize soundgen animation markers 2013-01-17 10:16:36 -08:00
Chris Robinson
7ee389f3b2 Handle animation skipping in the character controller 2013-01-16 21:25:50 -08:00
Chris Robinson
852aa214cc Store the available animation names in the character controller 2013-01-16 21:16:22 -08:00
Chris Robinson
afbc9f3e41 Keep track of the animation group currently playing 2013-01-16 20:44:37 -08:00
Chris Robinson
685f219560 Return a movement vector from the character controller update 2013-01-16 18:56:13 -08:00
Chris Robinson
daad8d9859 Don't update the character controller while paused 2013-01-16 18:03:39 -08:00
Chris Robinson
d2f5a886c7 Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
Chris Robinson
46fc61a4c1 Run animations from the character controller 2013-01-16 16:31:09 -08:00
Chris Robinson
46728ab27f Handle "sound:" animation events 2013-01-16 15:52:03 -08:00
Chris Robinson
3c32385e17 Avoid trying to animate things that don't have animations 2013-01-16 15:00:06 -08:00
Chris Robinson
94b93227d3 Treat activators as actors for rendering and mechanics
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
2013-01-16 14:37:32 -08:00
Chris Robinson
d2fc3c7b33 Add a method to tell the character controller of new text keys 2013-01-16 13:09:21 -08:00
Chris Robinson
f46587c383 Store an character controller in the animation 2013-01-16 11:01:08 -08:00
Chris Robinson
3c487e6019 Play an animation when changing states 2013-01-16 10:45:18 -08:00
Chris Robinson
b378bc92a0 Store an animation object in the character controller 2013-01-16 10:16:37 -08:00
Chris Robinson
c1b32d6006 Remove outdated comments 2013-01-16 08:24:20 -08:00
Chris Robinson
3c02e1ccc9 Run physics right after updating the actors 2013-01-16 08:22:38 -08:00
Chris Robinson
94e30199d1 Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
	components/nifogre/ogre_nif_loader.cpp
2013-01-15 14:59:30 -08:00
Marc Zinnschlag
654cd3ab9b Issue #479: Use magnitude specified when adding disease 2013-01-13 14:52:55 +01:00
Chris Robinson
94b24f07e1 Keep track of the state in the character controller, and don't remove dead actors from the map 2013-01-12 10:10:27 -08:00
Chris Robinson
4890d901a2 Store an MWWorld::Ptr in the character controller 2013-01-12 08:49:08 -08:00
Chris Robinson
35d17fdaf6 Associate a character controller with each MWWorld::Ptr 2013-01-12 07:12:12 -08:00
Marc Zinnschlag
f4ee8e2642 Issue #479: Added additional magnitude parameter to known spells 2013-01-12 13:10:20 +01:00
Chris Robinson
771a5f7316 Add the beginnings of a character controller 2013-01-10 08:35:24 -08:00
eduard
2dc0064cc2 more string lowercase 2013-01-09 20:51:52 +01:00
scrawl
a5ef669eb6 Merge branch 'master' of git://github.com/zinnschlag/openmw into HEAD
Conflicts:
	apps/openmw/mwscript/aiextensions.cpp
	apps/openmw/mwscript/docs/vmformat.txt
2013-01-03 02:34:31 +01:00
Marc Zinnschlag
de4a03081c fixed skill level type in skill level up message 2012-12-10 11:04:21 +01:00
Marc Zinnschlag
5f5addf052 fixed an enum 2012-12-09 00:12:24 +01:00
Marc Zinnschlag
0e7ba008ad another skill gain fix 2012-12-08 14:28:56 +01:00
Marc Zinnschlag
a70a5282f4 fixed an overzealous skill gain error check 2012-12-08 13:37:43 +01:00
greye
682fd23aea fix wrong increment 2012-12-02 21:18:59 +04:00
rpopovici
7079b9062f add AI script functions 2012-11-30 02:16:16 +02:00
scrawl
1def60dbe1 PcExpell, PcExpelled, PcClearExpelled, RaiseRank, LowerRank 2012-11-28 02:15:34 +01:00
scrawl
0db48b29c7 GetSpellEffects, GetRace 2012-11-25 01:26:29 +01:00
Marc Zinnschlag
a092deaee8 various fixes 2012-11-16 20:28:20 +01:00
Marc Zinnschlag
3dc013ceae Merge remote-tracking branch 'gohan/Gohan' 2012-11-16 20:15:58 +01:00
marcin
51027c541e Feature #391 Dummy AI package classes 2012-11-16 18:38:15 +01:00
marcin
bed0280ba1 Feature #391 Dummy AI package classes 2012-11-15 22:33:50 +01:00
marcin
99ddc63e2c Feature #391 Dummy AI package classes 2012-11-15 22:32:15 +01:00
marcin
515419ae0b Feature #391 Dummy AI package classes 2012-11-15 22:22:44 +01:00
marcin
4b939c7521 Feature #391 Dummy AI package classes 2012-11-15 22:15:20 +01:00
Marc Zinnschlag
9669eed083 Issue #219: added last missing function filters 2012-11-15 20:00:27 +01:00
marcin
e6c8e1f0d7 Feature #391 Dummy AI package classes 2012-11-14 18:42:04 +01:00
Marc Zinnschlag
77ba8c5117 Issue #219: implemented rank requirement filter 2012-11-12 13:23:25 +01:00
Marc Zinnschlag
75f64aa38b Merge branch 'master' into dialogue
Conflicts:
	apps/openmw/mwdialogue/dialoguemanagerimp.hpp
	apps/openmw/mwmechanics/npcstats.cpp
	apps/openmw/mwmechanics/npcstats.hpp
2012-11-10 15:44:44 +01:00
Marc Zinnschlag
0ab4068fbd Merge remote-tracking branch 'scrawl/persuasion' into next 2012-11-10 14:59:52 +01:00
Marc Zinnschlag
7e8d4bb3c9 Issue #219: added various creature and NPC stats; implemented respective filters 2012-11-10 13:21:38 +01:00
Marc Zinnschlag
d15eb6cd17 Merge remote-tracking branch 'greye/player-model' into next 2012-11-10 12:36:01 +01:00
Marc Zinnschlag
e97f3003ab Issue #219: added expelled status tracking; implemented expelled filter 2012-11-10 12:28:40 +01:00
Marc Zinnschlag
ceaf1677ce Issue #219: rewrote AI settings and implemented AI settings filters 2012-11-10 11:38:37 +01:00
Marc Zinnschlag
a752536cea Issue #219: added function decoding and moved same faction function from DialogueManager to Filter 2012-11-10 09:35:50 +01:00
greye
b1ef0026a9 race selection/inventory preview character model update 2012-11-10 11:41:12 +04:00
scrawl
553ea08eae consider temporary disposition change when trading 2012-11-10 00:42:31 +01:00
scrawl
33b4b29fbc persuasion mechanics, added reputation 2012-11-10 00:29:36 +01:00
scrawl
ace9ee9c83 persuasion dialog 2012-11-09 20:18:38 +01:00
scrawl
f6a9029c4b bounty & disease disposition effect 2012-11-09 18:33:11 +01:00
Marc Zinnschlag
be1334b202 disease tests 2012-11-09 18:16:29 +01:00
Marc Zinnschlag
0727d943b1 Merge branch 'next' into bountydisease
Conflicts:
	apps/openmw/mwmechanics/npcstats.cpp
2012-11-09 18:04:44 +01:00
scrawl
d53a7ade1e method names, disposition uint->int 2012-11-09 14:42:09 +01:00
Marc Zinnschlag
39ff2f06ce added bounty to NpcStats 2012-11-09 14:31:38 +01:00
scrawl
b2afb1fd5c Merge branch 'next' of git://github.com/zinnschlag/openmw into MercantilImprovement
Conflicts:
	apps/openmw/mwbase/mechanicsmanager.hpp
	apps/openmw/mwclass/npc.cpp
	apps/openmw/mwdialogue/dialoguemanagerimp.cpp
	apps/openmw/mwgui/spellbuyingwindow.cpp
	apps/openmw/mwgui/trainingwindow.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
2012-11-08 23:16:40 +01:00
scrawl
322faf13e4 cleanup 2012-11-08 22:37:59 +01:00
scrawl
bf4e855260 fixed creatures 2012-11-08 22:31:08 +01:00
greye
2a86432887 store birthsign in MWWorld::Player 2012-11-08 18:50:23 +04:00
gugus
0a883f4492 The player can now barter with merchants 2012-11-08 13:38:20 +01:00
greye
83e758ee50 clean up interfaces 2012-11-08 16:37:57 +04:00
greye
9dc9098fa7 update MWBase::World interface since records contains own id 2012-11-08 01:52:34 +04:00
greye
5b9621bca5 store player record data in ESMStore 2012-11-08 01:36:43 +04:00
gugus
bf98b95955 bugfix 2012-11-06 13:10:54 +01:00
greye
620184a009 fix typos 2012-11-06 14:44:56 +04:00
greye
b3ad872845 new interface in manualref, fix various typos 2012-11-06 13:43:48 +04:00
gugus
2841d831a6 Disposition is now updated everyframe 2012-11-05 23:16:37 +01:00
gugus
9ebe9cb40c Disposition is now calculated according to the Wiki. But: bouty and deacease are not implemented (for disposition at least), and there is still no temporary/permanent dispositons changes 2012-11-05 19:55:06 +01:00
greye
86ad7a96f4 applying new interface vol.2, inconsistent 2012-11-05 21:19:22 +04:00
greye
bd1bb2e55d applying new interface vol.1, inconsistent 2012-11-05 18:39:42 +04:00
greye
d205723a17 resolving m prefix/ESMStore movement 2012-11-05 18:02:47 +04:00
greye
8691eac557 resolve Script::mData.mName -> mId, resolve moving ESMStore 2012-11-05 17:41:36 +04:00
greye
2057f5619e move ESMStore to MWWorld 2012-11-05 17:18:01 +04:00
greye
3c2ce25f5f m prefix for mwworld/cellstore.hpp 2012-11-05 16:07:59 +04:00
gugus
f72f898bd9 implement barterOffer. It's used for travel only.
I've started to implement disposition, but it's very basic for now.
2012-11-05 11:07:43 +01:00
Marc Zinnschlag
d7add0b9e6 Issue #61: fixed alchemy skill 2012-10-28 14:07:36 +01:00
Marc Zinnschlag
c635447cea Merge branch 'death' 2012-10-27 13:34:20 +02:00
Marc Zinnschlag
ed3641b214 Issue #68: check for essential actors 2012-10-27 13:33:54 +02:00
Marc Zinnschlag
2e63ca5e0a Merge branch 'death' 2012-10-27 11:33:26 +02:00
Marc Zinnschlag
453f347ee8 Issue #68: added getdeadcount script function 2012-10-27 11:33:18 +02:00
Marc Zinnschlag
f72c35fc17 Issue #68: tally deaths 2012-10-27 11:15:52 +02:00
Marc Zinnschlag
6b09b3ad61 Issue #68: Play death animations 2012-10-27 10:36:42 +02:00
Marc Zinnschlag
21c24dedb6 Issue #68: Stop player from dying (temporary workaround) 2012-10-25 12:28:45 +02:00
Marc Zinnschlag
0ab432b074 Issue #68: fixed death detection 2012-10-25 12:22:48 +02:00
Marc Zinnschlag
9172c3ec4d Issue #68: stop NPCs from instantly dropping dead 2012-10-23 13:54:36 +02:00
scrawl
234716daa6 finished spell creation 2012-10-23 11:42:38 +02:00
Marc Zinnschlag
0547f11564 Issue #68: Remove dead actors from actor list 2012-10-20 10:54:51 +02:00
Marc Zinnschlag
f2e25b8a47 Issue #68: Keep dead actors out of the actor list for the current scene 2012-10-20 10:49:48 +02:00
Marc Zinnschlag
3f6afb13f1 Merge remote-tracking branch 'scrawl/alchemy' 2012-10-19 20:09:45 +02:00
scrawl
8d7514e341 corrected chance 2012-10-19 19:48:54 +02:00
Marc Zinnschlag
7884a927c9 Issue #68: added dead flag to CreatureStats 2012-10-19 18:56:22 +02:00
Marc Zinnschlag
bdca5aff87 Issue #68: simplified the dynamic stats interface 2012-10-19 13:10:06 +02:00
Marc Zinnschlag
3f833af46a Issue #407: Fortyfy attribute effects were ignored for the last 3 attributes 2012-10-19 10:07:27 +02:00
scrawl
28cc480ce1 fix some alchemy issues and make the gui use the new implementation 2012-10-18 22:21:39 +02:00
Marc Zinnschlag
1864dbe031 Issue #61: potion creation 2012-10-18 15:33:27 +02:00
Marc Zinnschlag
f5caf227b2 Issue #61: remove ingredients on potion creation 2012-10-18 14:47:23 +02:00
Marc Zinnschlag
3c71378fad Issue 61: improved ingredients handling in alchemy and documenation 2012-10-18 14:41:57 +02:00
Marc Zinnschlag
3fe0a73cf2 Issue #61: increase alchemy skill on successful potion creation 2012-10-18 14:38:38 +02:00
Marc Zinnschlag
510674aa5e Merge branch 'master' into alchemy
Conflicts:
	components/esm/loadmgef.hpp
2012-10-18 14:37:05 +02:00
Marc Zinnschlag
5fbca239dd Issue #61: potion creation (1st part; still missing some implementations) 2012-10-18 14:02:06 +02:00
Marc Zinnschlag
35d099a638 disabling gcc extensions 2012-10-09 17:10:25 +02:00
Marc Zinnschlag
1cc2c2055f Issue #61: Implemented basic ingredient handling in Alchemy class 2012-10-02 10:20:26 +02:00
Marc Zinnschlag
6469933ce8 Merge branch 'master' into alchemy
Conflicts:
	apps/openmw/mwgui/alchemywindow.cpp
2012-10-02 09:30:49 +02:00
greye
2fa4ac177a initial resolving 2012-10-01 00:23:49 +04:00
Marc Zinnschlag
42f02f3ccd Issue #61: Re-implemented tool selection in Alchemy class 2012-09-30 18:54:20 +02:00
Marc Zinnschlag
c6fd864a76 Issue #61: Forgot to add some files 2012-09-29 10:02:46 +02:00
Marc Zinnschlag
a34bdb9623 per NPC ID interaction tracking 2012-09-25 10:48:57 +02:00
scrawl
9f2668b45b Task #400 Review GMST access 2012-09-22 21:35:57 +02:00
scrawl
b91d74d394 fix normalized encumbrance 2012-09-21 17:56:15 +02:00
scrawl
872fcf3e3d sleeping restoration of health, magicka, and fatigue 2012-09-21 17:53:16 +02:00
greye
18cc435aa1 resolving conflicts 2012-09-21 13:13:11 +04:00
greye
7606ebafd6 resolving conflicts, minor update 2012-09-17 11:37:50 +04:00
scrawl
cf358fa79d >= instead of == 2012-09-15 19:20:13 +02:00
scrawl
0dc242c603 don't increase skill beyond 100 2012-09-15 19:10:48 +02:00
scrawl
f5237ff1a6 skill gain from books 2012-09-15 19:06:56 +02:00
scrawl
234f8fa5d5 added the missing sound & notification for skill increase 2012-09-15 18:35:59 +02:00
scrawl
b34b894d6a removed some debug stuff 2012-09-15 17:20:47 +02:00
scrawl
76b494100e finished? 2012-09-15 17:12:42 +02:00
Marc Zinnschlag
2ccd7a480d Issue #356: added a missing return 2012-09-13 13:01:59 +02:00
Marc Zinnschlag
9de7b3bf90 Issue #356: Properly support ingredients effect in ActiveSpells (hopefully) 2012-09-13 11:30:59 +02:00
Marc Zinnschlag
0af0dc0d5d Issue #356: More CreatureStats cleanup 2012-09-13 11:13:05 +02:00
Marc Zinnschlag
2934987f78 Issue #356: Some CreatureStats cleanup 2012-09-13 10:52:34 +02:00
Marc Zinnschlag
9dcf8939e9 Issue #356: added function for fatigue term calculation 2012-09-13 10:45:32 +02:00
Marc Zinnschlag
fca3b67507 Issue #356: basic support for ingredients in ActiveSpells (still using the wrong formula) 2012-09-13 09:30:47 +02:00