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Absorb changes from !4996
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2 changed files with 12 additions and 12 deletions
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@ -68,15 +68,15 @@ end
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local function skillLevelUpHandler(skillid, source, params)
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local skillStat = NPC.stats.skills[skillid](self)
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if (skillStat.base >= 100 and params.skillIncreaseValue > 0) or
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(skillStat.base <= 0 and params.skillIncreaseValue < 0) then
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return false
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if (skillStat.base >= 100 and params.skillIncreaseValue > 0) or
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(skillStat.base <= 0 and params.skillIncreaseValue < 0) then
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return false
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end
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if params.skillIncreaseValue then
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skillStat.base = skillStat.base + params.skillIncreaseValue
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end
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local levelStat = Actor.stats.level(self)
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if params.levelUpProgress then
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levelStat.progress = levelStat.progress + params.levelUpProgress
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@ -106,11 +106,11 @@ local function skillLevelUpHandler(skillid, source, params)
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end
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ui.showMessage(message, { showInDialogue = false })
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if levelStat.progress >= core.getGMST('iLevelUpTotal') then
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ui.showMessage('#{sLevelUpMsg}', { showInDialogue = false })
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end
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if not source or source == I.SkillProgression.SKILL_INCREASE_SOURCES.Usage then skillStat.progress = 0 end
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end
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end
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@ -119,14 +119,14 @@ local function jailTimeServed(days)
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if not days or days <= 0 then
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return
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end
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local oldSkillLevels = {}
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local skillByNumber = {}
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for skillid, skillStat in pairs(NPC.stats.skills) do
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oldSkillLevels[skillid] = skillStat(self).base
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skillByNumber[#skillByNumber+1] = skillid
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end
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math.randomseed(core.getSimulationTime())
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for day=1,days do
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local skillid = skillByNumber[math.random(#skillByNumber)]
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@ -151,7 +151,7 @@ local function jailTimeServed(days)
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message = message..'\n'..string.format(skillMsg, skillRecord.name, skillStat(self).base)
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end
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end
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I.UI.showInteractiveMessage(message)
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end
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@ -14,7 +14,7 @@ local onHitHandlers = {}
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---
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-- @type AttackInfo
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-- @field [parent=#AttackInfo] #table damage A table mapping stat name (health, fatigue, or magicka) to number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #table damage A table mapping a stat name (health, fatigue, or magicka) to a number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #number strength A number between 0 and 1 representing the attack strength. This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #boolean successful Whether the attack was successful or not.
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-- @field [parent=#AttackInfo] #AttackSourceType sourceType What class of attack this is.
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@ -48,7 +48,7 @@ return {
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--- Add new onHit handler for this actor
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-- If `handler(attack)` returns false, other handlers for
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-- the call will be skipped. where attack is the same @{#AttackInfo} passed to #Combat.onHit
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-- the call will be skipped. Where attack is the same @{#AttackInfo} passed to #Combat.onHit
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-- @function [parent=#Combat] addOnHitHandler
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-- @param #function handler The handler.
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addOnHitHandler = function(handler)
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@ -64,7 +64,7 @@ return {
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-- @return #number Damage adjusted for armor
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adjustDamageForArmor = function(damage, actor) return damage end,
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--- Calculates a difficulty multiplier based on current difficulty settings
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--- Calculates a difficulty multiplier based on the current difficulty settings
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-- and adjusts damage accordingly. Has no effect if both this actor and the
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-- attacker are NPCs, or if both are Players.
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-- @function [parent=#Combat] adjustDamageForDifficulty
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