scrawl
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b1a29eb27e
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Implement Resist & Weakness effects
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2013-11-16 02:34:43 +01:00 |
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scrawl
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992a8e9c36
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Refactor NpcAnimation: get rid of delayed update (no longer required), make sure that the Animation is set up *before* the inventory store is accessed anywhere (which now triggers auto equip and animation update). Allows better tracking of magic VFX for permanent enchantments in InventoryStore.
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2013-11-14 14:41:10 +01:00 |
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scrawl
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9b0e82a37f
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Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends)
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2013-11-13 14:02:15 +01:00 |
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scrawl
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0dab7031c0
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Make sure effects are destroyed with the animation
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2013-11-12 02:22:44 +01:00 |
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scrawl
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eccb8f38ba
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Apply "cast when strikes" enchantments when hitting with a weapon
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2013-11-12 02:07:51 +01:00 |
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Marc Zinnschlag
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458c752425
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Merge remote-tracking branch 'mckibbenta/tgm'
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2013-10-12 13:38:10 +02:00 |
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Emanuel Guevel
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4860514865
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Acrobatics: cosmetic changes
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2013-10-02 23:34:24 +02:00 |
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mckibbenta
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073f64c8bb
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stop weapon condition degredation (for the player) with tgm on
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2013-10-02 13:46:33 -04:00 |
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Emanuel Guevel
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b8c60dabb3
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Reintroduce Acrobatics changes made by Glorf
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
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2013-10-01 23:35:34 +02:00 |
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Chris Robinson
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f5d03a16c1
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Rename getFacedObject and getFacedHandle for melee hits
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2013-08-23 12:27:39 -07:00 |
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scrawl
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22d5598082
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Fix bad_cast exception when hitting creatures
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2013-08-22 12:17:12 +02:00 |
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Chris Robinson
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dca599b8c5
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Add NPC landing sounds for soundgen keys
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2013-08-19 08:58:50 -07:00 |
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Chris Robinson
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6fd4cdb5fb
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Play randomized werewolf sounds
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2013-08-11 00:53:17 -07:00 |
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Chris Robinson
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00d6690b4d
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Ignore encumbrance in werewolf form
According to UESP, inventory weight is ignored. Not sure if this
includes feather and burden effects.
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2013-08-10 20:25:18 -07:00 |
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Chris Robinson
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c2d8eb377f
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Play some appropriate sounds in werewolf form
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2013-08-09 06:40:16 -07:00 |
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Chris Robinson
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46bc7bd9c8
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Some cleanup since NpcStats is now also CreatureStats
This isn't a thorough cleaning, so keep an eye out for more
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2013-08-09 01:14:08 -07:00 |
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Chris Robinson
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75b6515915
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Inherit NpcStats from CreatureStats
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2013-08-08 23:28:02 -07:00 |
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Chris Robinson
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89c7f5bc70
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Handle object activation as a werewolf
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2013-08-08 22:34:53 -07:00 |
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Chris Robinson
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946ca7f931
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Return the appropriate name for werewolf NPCs
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2013-08-08 04:40:31 -07:00 |
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Chris Robinson
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dfdd2dc308
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Handle swimleft and swimright soundgen keys
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2013-08-08 04:40:31 -07:00 |
|
Chris Robinson
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109df46590
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Fix werewolf claw damage multiplier
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2013-08-08 04:40:31 -07:00 |
|
Chris Robinson
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2c03fec4bb
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Use the fatigue term for jumping
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2013-08-06 19:49:00 -07:00 |
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Chris Robinson
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b70975a74d
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Move getEvasion to CreatureStats
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2013-08-02 00:21:01 -07:00 |
|
Marc Zinnschlag
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5cafe65cd7
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Merge remote-tracking branch 'scrawl/cppcheck'
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2013-07-31 20:00:35 +02:00 |
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scrawl
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7dc30a01cd
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Some changes suggested by cppcheck
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2013-07-31 18:46:32 +02:00 |
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scrawl
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43e0df479e
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Make NPCs auto-equip after their inventory is loaded, this fixes NPCs that start as dead not auto-equipping
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2013-07-31 16:30:22 +02:00 |
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Marc Zinnschlag
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6ce2b962e1
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Merge remote-tracking branch 'scrawl/inventory'
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2013-07-31 09:15:22 +02:00 |
|
scrawl
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16cacb338a
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Initialize MWMechanics::AiSequence from ESM::AiPackageList
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2013-07-31 00:55:08 +02:00 |
|
scrawl
|
45006ea193
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Fix inventory/container content loading so that it's done for dynamically spawned objects as well
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2013-07-31 00:02:24 +02:00 |
|
scrawl
|
472a381263
|
Fix health meter (again)
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2013-07-30 16:09:12 +02:00 |
|
scrawl
|
426e3ec6c6
|
Fix enemy health meter for creatures
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2013-07-30 06:17:21 +02:00 |
|
scrawl
|
3961c276b8
|
Added enemy health meter
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2013-07-30 06:00:20 +02:00 |
|
Chris Robinson
|
3744850545
|
Fix hand-to-hand health damage reduction
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2013-07-28 16:07:09 -07:00 |
|
Chris Robinson
|
39507e3f0f
|
Decrease armor condition on successful hits
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2013-07-28 15:51:17 -07:00 |
|
Chris Robinson
|
1af48ab6e0
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Decrease weapon condition on successful hits
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2013-07-28 15:17:01 -07:00 |
|
Chris Robinson
|
54f91d4b3a
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Implement hand-to-hand attacks
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2013-07-28 06:48:25 -07:00 |
|
Chris Robinson
|
a34f0de3e1
|
Play the correct medium armor foot sounds
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2013-07-28 04:17:36 -07:00 |
|
Chris Robinson
|
db4f34b332
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Play hit sounds when hitting creatures and NPCs
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2013-07-27 11:20:39 -07:00 |
|
Chris Robinson
|
1a40d01afa
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Fix NPC armor rating calculation and reduce redundant lookups
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2013-07-27 09:31:16 -07:00 |
|
Chris Robinson
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3298eb1b37
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Implement HitOnMe script function
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2013-07-26 10:50:23 -07:00 |
|
Chris Robinson
|
5379e607cb
|
Handle the OnPCHitMe script variable
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2013-07-26 10:50:23 -07:00 |
|
Chris Robinson
|
f215d2cc30
|
Only raise weapon skills for the player
|
2013-07-26 10:50:23 -07:00 |
|
Chris Robinson
|
dd6edd21f8
|
Add a separate on-hit method to handle objects being hit
|
2013-07-26 10:50:23 -07:00 |
|
Chris Robinson
|
a569ae367e
|
Fix hit chance calculation
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2013-07-25 13:09:26 -07:00 |
|
Chris Robinson
|
6195062d72
|
Try to figure out what gets hit
This isn't the greatest. The distance multiplier is a guess, and a sphere cast
may be better.
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2013-07-25 12:58:43 -07:00 |
|
Chris Robinson
|
b3a057d679
|
Handle hit chance and damage calculation
Math is based on what the UESP describes, with some tweaks (using
fatigue term, and the fCombatCriticalStrikeMult GMST):
http://www.uesp.net/wiki/Morrowind:Combat
|
2013-07-25 08:15:42 -07:00 |
|
Chris Robinson
|
1dcc893703
|
Merge remote-tracking branch 'zini/master' into combat
|
2013-07-25 01:16:49 -07:00 |
|
Chris Robinson
|
92cc566fdc
|
Rename the Class::attack method to Class::hit
|
2013-07-25 00:30:01 -07:00 |
|
Chris Robinson
|
d9a9c3d6bd
|
Handle the "land" soundgen type
|
2013-07-24 10:36:04 -07:00 |
|
Chris Robinson
|
d8ec813939
|
Say something from the "hit" dialog topic when losing health
|
2013-07-24 10:02:50 -07:00 |
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