mirror of
https://github.com/OpenMW/openmw.git
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Override functions by shallow copying the interface instead of overriding files
This commit is contained in:
parent
7928930435
commit
e978c230dc
16 changed files with 367 additions and 384 deletions
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@ -2,7 +2,7 @@ paths=(
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openmw_aux/*lua
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scripts/omw/activationhandlers.lua
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scripts/omw/ai.lua
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scripts/omw/interfaces/combat.lua
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scripts/omw/combat/interface.lua
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scripts/omw/input/playercontrols.lua
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scripts/omw/mechanics/animationcontroller.lua
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scripts/omw/input/gamepadcontrols.lua
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@ -4,5 +4,5 @@ Interface Combat
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.. include:: version.rst
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.. raw:: html
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:file: generated_html/scripts_omw_interfaces_combat.html
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:file: generated_html/scripts_omw_combat_interface.html
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@ -28,8 +28,6 @@ set(BUILTIN_DATA_MW_FILES
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scripts/omw/combat/global.lua
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scripts/omw/combat/local.lua
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scripts/omw/combat/menu.lua
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scripts/omw/interfaces/combatfunctions.lua
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scripts/omw/interfaces/skillfunctions.lua
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scripts/omw/music/helpers.lua
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scripts/omw/music/music.lua
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scripts/omw/music/settings.lua
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@ -26,7 +26,7 @@ PLAYER: scripts/omw/input/gamepadcontrols.lua
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NPC,CREATURE: scripts/omw/ai.lua
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GLOBAL: scripts/omw/mechanics/globalcontroller.lua
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CREATURE, NPC, PLAYER: scripts/omw/mechanics/actorcontroller.lua
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NPC,CREATURE,PLAYER: scripts/omw/interfaces/combat.lua
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NPC,CREATURE,PLAYER: scripts/omw/combat/interface.lua
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# User interface
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PLAYER: scripts/omw/ui.lua
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@ -1,9 +1,13 @@
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local core = require('openmw.core')
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local I = require('openmw.interfaces')
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local self = require('openmw.self')
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local storage = require('openmw.storage')
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local types = require('openmw.types')
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local Actor = types.Actor
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local Player = types.Player
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local Creature = types.Creature
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local Armor = types.Armor
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local auxUtil = require('openmw_aux.util')
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local isPlayer = Player.objectIsInstance(self)
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local godMode = function() return false end
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@ -12,12 +16,254 @@ if isPlayer then
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godMode = function() return require('openmw.debug').isGodMode() end
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end
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local settings = storage.globalSection('SettingsOMWCombat')
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local function getSkill(actor, skillId)
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if Creature.objectIsInstance(actor) then
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local specialization = core.stats.Skill.record(skillId).specialization
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local creatureRecord = Creature.record(actor)
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return creatureRecord[specialization..'Skill']
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else
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return types.NPC.stats.skills[skillId](actor).modified
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end
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end
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local armorTypeGmst = {
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[Armor.TYPE.Boots] = core.getGMST('iBootsWeight'),
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[Armor.TYPE.Cuirass] = core.getGMST('iCuirassWeight'),
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[Armor.TYPE.Greaves] = core.getGMST('iGreavesWeight'),
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[Armor.TYPE.Helmet] = core.getGMST('iHelmWeight'),
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[Armor.TYPE.LBracer] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.LGauntlet] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.LPauldron] = core.getGMST('iPauldronWeight'),
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[Armor.TYPE.RBracer] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.RGauntlet] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.RPauldron] = core.getGMST('iPauldronWeight'),
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[Armor.TYPE.Shield] = core.getGMST('iShieldWeight'),
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}
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local armorSlots = {
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Actor.EQUIPMENT_SLOT.Boots,
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Actor.EQUIPMENT_SLOT.Cuirass,
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Actor.EQUIPMENT_SLOT.Greaves,
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Actor.EQUIPMENT_SLOT.Helmet,
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Actor.EQUIPMENT_SLOT.LeftGauntlet,
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Actor.EQUIPMENT_SLOT.LeftPauldron,
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Actor.EQUIPMENT_SLOT.RightGauntlet,
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Actor.EQUIPMENT_SLOT.RightPauldron,
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Actor.EQUIPMENT_SLOT.CarriedLeft,
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}
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local function getDamage(attack, what)
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if attack.damage then
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return attack.damage[what] or 0
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end
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end
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local function setDamage(attack, what, damage)
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attack.damage = attack.damage or {}
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attack.damage[what] = damage
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end
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local function adjustDamageForArmor(damage, actor)
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local armor = I.Combat.getArmorRating(actor)
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local x = damage / (damage + armor)
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return damage * math.max(x, core.getGMST('fCombatArmorMinMult'))
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end
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local function adjustDamageForDifficulty(attack, defendant)
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local attackerIsPlayer = attack.attacker and Player.objectIsInstance(attack.attacker)
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-- The interface guarantees defendant is never nil
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local defendantIsPlayer = Player.objectIsInstance(defendant)
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-- If both characters are NPCs or both characters are players then
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-- difficulty settings do not apply
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if attackerIsPlayer == defendantIsPlayer then return end
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local fDifficultyMult = core.getGMST('fDifficultyMult')
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local difficultyTerm = core.getGameDifficulty() * 0.01
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local x = 0
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if defendantIsPlayer then
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-- Defending actor is a player
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if difficultyTerm > 0 then
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x = difficultyTerm * fDifficultyMult
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else
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x = difficultyTerm / fDifficultyMult
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end
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elseif attackerIsPlayer then
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-- Attacking actor is a player
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if difficultyTerm > 0 then
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x = -difficultyTerm / fDifficultyMult
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else
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x = -difficultyTerm * fDifficultyMult
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end
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end
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setDamage(attack, 'health', getDamage(attack, 'health') * (1 + x))
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end
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local function applyArmor(attack)
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local healthDamage = getDamage(attack, 'health')
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if healthDamage > 0 then
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local healthDamageAdjusted = I.Combat.adjustDamageForArmor(healthDamage)
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local diff = math.floor(healthDamageAdjusted - healthDamage)
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setDamage(attack, 'health', math.max(healthDamageAdjusted, 1))
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local item = I.Combat.pickRandomArmor()
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local skillid = I.Combat.getArmorSkill(item)
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if I.SkillProgression then
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I.SkillProgression.skillUsed(skillid, {useType = I.SkillProgression.SKILL_USE_TYPES.Armor_HitByOpponent})
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end
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if item and Armor.objectIsInstance(item) then
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local attackerIsUnarmedCreature = attack.attacker and not attack.weapon and not attack.ammo and Creature.objectIsInstance(attack.attacker)
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if settings:get('unarmedCreatureAttacksDamageArmor') or not attackerIsUnarmedCreature then
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core.sendGlobalEvent('ModifyItemCondition', { actor = self, item = item, amount = diff })
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end
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if skillid == 'lightarmor' then
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core.sound.playSound3d('Light Armor Hit', self)
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elseif skillid == 'mediumarmor' then
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core.sound.playSound3d('Medium Armor Hit', self)
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elseif skillid == 'heavyarmor' then
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core.sound.playSound3d('Heavy Armor Hit', self)
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else
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core.sound.playSound3d('Hand To Hand Hit', self)
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end
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end
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end
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end
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local function getArmorRating(actor)
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local magicShield = Actor.activeEffects(actor):getEffect(core.magic.EFFECT_TYPE.Shield).magnitude
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if Creature.objectIsInstance(actor) then
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return magicShield
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end
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local equipment = Actor.getEquipment(actor)
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local ratings = {}
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local unarmored = getSkill(actor, 'unarmored')
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local fUnarmoredBase1 = core.getGMST('fUnarmoredBase1')
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local fUnarmoredBase2 = core.getGMST('fUnarmoredBase2')
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for _, v in pairs(armorSlots) do
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if equipment[v] and Armor.objectIsInstance(equipment[v]) then
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ratings[v] = I.Combat.getEffectiveArmorRating(equipment[v], actor)
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else
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-- Unarmored
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ratings[v] = (fUnarmoredBase1 * unarmored) * (fUnarmoredBase2 * unarmored)
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end
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end
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return ratings[Actor.EQUIPMENT_SLOT.Cuirass] * 0.3
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+ ratings[Actor.EQUIPMENT_SLOT.CarriedLeft] * 0.1
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+ ratings[Actor.EQUIPMENT_SLOT.Helmet] * 0.1
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+ ratings[Actor.EQUIPMENT_SLOT.Greaves] * 0.1
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+ ratings[Actor.EQUIPMENT_SLOT.Boots] * 0.1
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+ ratings[Actor.EQUIPMENT_SLOT.LeftPauldron] * 0.1
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+ ratings[Actor.EQUIPMENT_SLOT.RightPauldron] * 0.1
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+ ratings[Actor.EQUIPMENT_SLOT.LeftGauntlet] * 0.05
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+ ratings[Actor.EQUIPMENT_SLOT.RightGauntlet] * 0.05
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+ magicShield
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end
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local function getArmorSkill(item)
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if not item or not Armor.objectIsInstance(item) then
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return 'unarmored'
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end
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local record = Armor.record(item)
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local weightGmst = armorTypeGmst[record.type]
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local epsilon = 0.0005
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if record.weight <= weightGmst * core.getGMST('fLightMaxMod') + epsilon then
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return 'lightarmor'
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elseif record.weight <= weightGmst * core.getGMST('fMedMaxMod') + epsilon then
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return 'mediumarmor'
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else
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return 'heavyarmor'
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end
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end
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local function getSkillAdjustedArmorRating(item, actor)
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local record = Armor.record(item)
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local skillid = I.Combat.getArmorSkill(item)
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local skill = getSkill(actor, skillid)
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if record.weight == 0 then
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return record.baseArmor
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end
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return record.baseArmor * skill / core.getGMST('iBaseArmorSkill')
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end
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local function getEffectiveArmorRating(item, actor)
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local record = Armor.record(item)
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local rating = getSkillAdjustedArmorRating(item, actor)
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if record.health and record.health ~= 0 then
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rating = rating * (types.Item.itemData(item).condition / record.health)
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end
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return rating
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end
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local function spawnBloodEffect(position)
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if isPlayer and not settings:get('spawnBloodEffectsOnPlayer') then
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return
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end
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local bloodEffectModel = string.format('Blood_Model_%d', math.random(0, 2)) -- randIntUniformClosed(0, 2)
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-- TODO: implement a Misc::correctMeshPath equivalent instead?
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-- All it ever does it append 'meshes\\' though
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bloodEffectModel = 'meshes/'..core.getGMST(bloodEffectModel)
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local record = self.object.type.record(self.object)
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local bloodTexture = string.format('Blood_Texture_%d', record.bloodType)
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bloodTexture = core.getGMST(bloodTexture)
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if not bloodTexture or bloodTexture == '' then
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bloodTexture = core.getGMST('Blood_Texture_0')
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end
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core.sendGlobalEvent('SpawnVfx', {
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model = bloodEffectModel,
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position = position,
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options = {
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mwMagicVfx = false,
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particleTextureOverride = bloodTexture,
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useAmbientLight = false,
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},
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})
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end
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local function pickRandomArmor(actor)
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local slot = nil
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local roll = math.random(0, 99) -- randIntUniform(0, 100)
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if roll >= 90 then
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slot = Actor.EQUIPMENT_SLOT.CarriedLeft
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local item = Actor.getEquipment(actor, slot)
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local haveShield = item and Armor.objectIsInstance(item)
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if settings:get('redistributeShieldHitsWhenNotWearingShield') and not haveShield then
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if roll >= 95 then
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slot = Actor.EQUIPMENT_SLOT.Cuirass
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else
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slot = Actor.EQUIPMENT_SLOT.LeftPauldron
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end
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end
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elseif roll >= 85 then
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slot = Actor.EQUIPMENT_SLOT.RightGauntlet
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elseif roll >= 80 then
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slot = Actor.EQUIPMENT_SLOT.LeftGauntlet
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elseif roll >= 70 then
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slot = Actor.EQUIPMENT_SLOT.RightPauldron
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elseif roll >= 60 then
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slot = Actor.EQUIPMENT_SLOT.LeftPauldron
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elseif roll >= 50 then
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slot = Actor.EQUIPMENT_SLOT.Boots
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elseif roll >= 40 then
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slot = Actor.EQUIPMENT_SLOT.Greaves
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elseif roll >= 30 then
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slot = Actor.EQUIPMENT_SLOT.Helmet
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else
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slot = Actor.EQUIPMENT_SLOT.Cuirass
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end
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return Actor.getEquipment(actor, slot)
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end
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local function onHit(data)
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if data.successful and not godMode() then
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I.Combat.applyArmor(data)
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@ -35,3 +281,19 @@ local function onHit(data)
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end
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I.Combat.addOnHitHandler(onHit)
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local interface = auxUtil.shallowCopy(I.Combat)
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interface.adjustDamageForArmor = function(damage, actor) return adjustDamageForArmor(damage, actor or self) end
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interface.adjustDamageForDifficulty = function(attack, defendant) return adjustDamageForDifficulty(attack, defendant or self) end
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interface.applyArmor = applyArmor
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interface.getArmorRating = function(actor) return getArmorRating(actor or self) end
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interface.getArmorSkill = getArmorSkill
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interface.getSkillAdjustedArmorRating = function(item, actor) return getSkillAdjustedArmorRating(item, actor or self) end
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interface.getEffectiveArmorRating = function(item, actor) return getEffectiveArmorRating(item, actor or self) end
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interface.spawnBloodEffect = spawnBloodEffect
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interface.pickRandomArmor = function(actor) return pickRandomArmor(actor or self) end
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return {
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interfaceName = 'Combat',
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interface = interface
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}
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@ -1,270 +0,0 @@
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local core = require('openmw.core')
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local I = require('openmw.interfaces')
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local self = require('openmw.self')
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local storage = require('openmw.storage')
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local types = require('openmw.types')
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local Actor = types.Actor
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local Player = types.Player
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local Creature = types.Creature
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local Armor = types.Armor
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local isPlayer = Player.objectIsInstance(self)
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local settings = storage.globalSection('SettingsOMWCombat')
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local function getSkill(actor, skillId)
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if Creature.objectIsInstance(actor) then
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local specialization = core.stats.Skill.record(skillId).specialization
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local creatureRecord = Creature.record(actor)
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return creatureRecord[specialization..'Skill']
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else
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return types.NPC.stats.skills[skillId](actor).modified
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end
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end
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local armorTypeGmst = {
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[Armor.TYPE.Boots] = core.getGMST('iBootsWeight'),
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[Armor.TYPE.Cuirass] = core.getGMST('iCuirassWeight'),
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[Armor.TYPE.Greaves] = core.getGMST('iGreavesWeight'),
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[Armor.TYPE.Helmet] = core.getGMST('iHelmWeight'),
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[Armor.TYPE.LBracer] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.LGauntlet] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.LPauldron] = core.getGMST('iPauldronWeight'),
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[Armor.TYPE.RBracer] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.RGauntlet] = core.getGMST('iGauntletWeight'),
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[Armor.TYPE.RPauldron] = core.getGMST('iPauldronWeight'),
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[Armor.TYPE.Shield] = core.getGMST('iShieldWeight'),
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}
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local armorSlots = {
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Actor.EQUIPMENT_SLOT.Boots,
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Actor.EQUIPMENT_SLOT.Cuirass,
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Actor.EQUIPMENT_SLOT.Greaves,
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Actor.EQUIPMENT_SLOT.Helmet,
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Actor.EQUIPMENT_SLOT.LeftGauntlet,
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Actor.EQUIPMENT_SLOT.LeftPauldron,
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Actor.EQUIPMENT_SLOT.RightGauntlet,
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Actor.EQUIPMENT_SLOT.RightPauldron,
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Actor.EQUIPMENT_SLOT.CarriedLeft,
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}
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local function getDamage(attack, what)
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if attack.damage then
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return attack.damage[what] or 0
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end
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end
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local function setDamage(attack, what, damage)
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attack.damage = attack.damage or {}
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attack.damage[what] = damage
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end
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local function adjustDamageForArmor(damage, actor)
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local armor = I.Combat.getArmorRating(actor)
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local x = damage / (damage + armor)
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return damage * math.max(x, core.getGMST('fCombatArmorMinMult'))
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end
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local function adjustDamageForDifficulty(attack, defendant)
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local attackerIsPlayer = attack.attacker and Player.objectIsInstance(attack.attacker)
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-- The interface guarantees defendant is never nil
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local defendantIsPlayer = Player.objectIsInstance(defendant)
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-- If both characters are NPCs or both characters are players then
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-- difficulty settings do not apply
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if attackerIsPlayer == defendantIsPlayer then return end
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local fDifficultyMult = core.getGMST('fDifficultyMult')
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local difficultyTerm = core.getGameDifficulty() * 0.01
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local x = 0
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if defendantIsPlayer then
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-- Defending actor is a player
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if difficultyTerm > 0 then
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x = difficultyTerm * fDifficultyMult
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else
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x = difficultyTerm / fDifficultyMult
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end
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elseif attackerIsPlayer then
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-- Attacking actor is a player
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if difficultyTerm > 0 then
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x = -difficultyTerm / fDifficultyMult
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else
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x = -difficultyTerm * fDifficultyMult
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end
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end
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setDamage(attack, 'health', getDamage(attack, 'health') * (1 + x))
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end
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||||
|
||||
local function applyArmor(attack)
|
||||
local healthDamage = getDamage(attack, 'health')
|
||||
if healthDamage > 0 then
|
||||
local healthDamageAdjusted = I.Combat.adjustDamageForArmor(healthDamage)
|
||||
local diff = math.floor(healthDamageAdjusted - healthDamage)
|
||||
setDamage(attack, 'health', math.max(healthDamageAdjusted, 1))
|
||||
local item = I.Combat.pickRandomArmor()
|
||||
local skillid = I.Combat.getArmorSkill(item)
|
||||
if I.SkillProgression then
|
||||
I.SkillProgression.skillUsed(skillid, {useType = I.SkillProgression.SKILL_USE_TYPES.Armor_HitByOpponent})
|
||||
end
|
||||
if item and Armor.objectIsInstance(item) then
|
||||
local attackerIsUnarmedCreature = attack.attacker and not attack.weapon and not attack.ammo and Creature.objectIsInstance(attack.attacker)
|
||||
if settings:get('unarmedCreatureAttacksDamageArmor') or not attackerIsUnarmedCreature then
|
||||
core.sendGlobalEvent('ModifyItemCondition', { actor = self, item = item, amount = diff })
|
||||
end
|
||||
|
||||
if skillid == 'lightarmor' then
|
||||
core.sound.playSound3d('Light Armor Hit', self)
|
||||
elseif skillid == 'mediumarmor' then
|
||||
core.sound.playSound3d('Medium Armor Hit', self)
|
||||
elseif skillid == 'heavyarmor' then
|
||||
core.sound.playSound3d('Heavy Armor Hit', self)
|
||||
else
|
||||
core.sound.playSound3d('Hand To Hand Hit', self)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function getArmorRating(actor)
|
||||
local magicShield = Actor.activeEffects(actor):getEffect(core.magic.EFFECT_TYPE.Shield).magnitude
|
||||
|
||||
if Creature.objectIsInstance(actor) then
|
||||
return magicShield
|
||||
end
|
||||
|
||||
local equipment = Actor.getEquipment(actor)
|
||||
local ratings = {}
|
||||
local unarmored = getSkill(actor, 'unarmored')
|
||||
local fUnarmoredBase1 = core.getGMST('fUnarmoredBase1')
|
||||
local fUnarmoredBase2 = core.getGMST('fUnarmoredBase2')
|
||||
|
||||
for _, v in pairs(armorSlots) do
|
||||
if equipment[v] and Armor.objectIsInstance(equipment[v]) then
|
||||
ratings[v] = I.Combat.getEffectiveArmorRating(equipment[v], actor)
|
||||
else
|
||||
-- Unarmored
|
||||
ratings[v] = (fUnarmoredBase1 * unarmored) * (fUnarmoredBase2 * unarmored)
|
||||
end
|
||||
end
|
||||
|
||||
return ratings[Actor.EQUIPMENT_SLOT.Cuirass] * 0.3
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.CarriedLeft] * 0.1
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.Helmet] * 0.1
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.Greaves] * 0.1
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.Boots] * 0.1
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.LeftPauldron] * 0.1
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.RightPauldron] * 0.1
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.LeftGauntlet] * 0.05
|
||||
+ ratings[Actor.EQUIPMENT_SLOT.RightGauntlet] * 0.05
|
||||
+ magicShield
|
||||
end
|
||||
|
||||
local function getArmorSkill(item)
|
||||
if not item or not Armor.objectIsInstance(item) then
|
||||
return 'unarmored'
|
||||
end
|
||||
local record = Armor.record(item)
|
||||
local weightGmst = armorTypeGmst[record.type]
|
||||
local epsilon = 0.0005
|
||||
if record.weight <= weightGmst * core.getGMST('fLightMaxMod') + epsilon then
|
||||
return 'lightarmor'
|
||||
elseif record.weight <= weightGmst * core.getGMST('fMedMaxMod') + epsilon then
|
||||
return 'mediumarmor'
|
||||
else
|
||||
return 'heavyarmor'
|
||||
end
|
||||
end
|
||||
|
||||
local function getSkillAdjustedArmorRating(item, actor)
|
||||
local record = Armor.record(item)
|
||||
local skillid = I.Combat.getArmorSkill(item)
|
||||
local skill = getSkill(actor, skillid)
|
||||
if record.weight == 0 then
|
||||
return record.baseArmor
|
||||
end
|
||||
return record.baseArmor * skill / core.getGMST('iBaseArmorSkill')
|
||||
end
|
||||
|
||||
local function getEffectiveArmorRating(item, actor)
|
||||
local record = Armor.record(item)
|
||||
local rating = getSkillAdjustedArmorRating(item, actor)
|
||||
if record.health and record.health ~= 0 then
|
||||
rating = rating * (types.Item.itemData(item).condition / record.health)
|
||||
end
|
||||
return rating
|
||||
end
|
||||
|
||||
local function spawnBloodEffect(position)
|
||||
if isPlayer and not settings:get('spawnBloodEffectsOnPlayer') then
|
||||
return
|
||||
end
|
||||
|
||||
local bloodEffectModel = string.format('Blood_Model_%d', math.random(0, 2)) -- randIntUniformClosed(0, 2)
|
||||
|
||||
-- TODO: implement a Misc::correctMeshPath equivalent instead?
|
||||
-- All it ever does it append 'meshes\\' though
|
||||
bloodEffectModel = 'meshes/'..core.getGMST(bloodEffectModel)
|
||||
|
||||
local record = self.object.type.record(self.object)
|
||||
local bloodTexture = string.format('Blood_Texture_%d', record.bloodType)
|
||||
bloodTexture = core.getGMST(bloodTexture)
|
||||
if not bloodTexture or bloodTexture == '' then
|
||||
bloodTexture = core.getGMST('Blood_Texture_0')
|
||||
end
|
||||
core.sendGlobalEvent('SpawnVfx', {
|
||||
model = bloodEffectModel,
|
||||
position = position,
|
||||
options = {
|
||||
mwMagicVfx = false,
|
||||
particleTextureOverride = bloodTexture,
|
||||
useAmbientLight = false,
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
local function pickRandomArmor(actor)
|
||||
local slot = nil
|
||||
local roll = math.random(0, 99) -- randIntUniform(0, 100)
|
||||
if roll >= 90 then
|
||||
slot = Actor.EQUIPMENT_SLOT.CarriedLeft
|
||||
local item = Actor.getEquipment(actor, slot)
|
||||
local haveShield = item and Armor.objectIsInstance(item)
|
||||
if settings:get('redistributeShieldHitsWhenNotWearingShield') and not haveShield then
|
||||
if roll >= 95 then
|
||||
slot = Actor.EQUIPMENT_SLOT.Cuirass
|
||||
else
|
||||
slot = Actor.EQUIPMENT_SLOT.LeftPauldron
|
||||
end
|
||||
end
|
||||
elseif roll >= 85 then
|
||||
slot = Actor.EQUIPMENT_SLOT.RightGauntlet
|
||||
elseif roll >= 80 then
|
||||
slot = Actor.EQUIPMENT_SLOT.LeftGauntlet
|
||||
elseif roll >= 70 then
|
||||
slot = Actor.EQUIPMENT_SLOT.RightPauldron
|
||||
elseif roll >= 60 then
|
||||
slot = Actor.EQUIPMENT_SLOT.LeftPauldron
|
||||
elseif roll >= 50 then
|
||||
slot = Actor.EQUIPMENT_SLOT.Boots
|
||||
elseif roll >= 40 then
|
||||
slot = Actor.EQUIPMENT_SLOT.Greaves
|
||||
elseif roll >= 30 then
|
||||
slot = Actor.EQUIPMENT_SLOT.Helmet
|
||||
else
|
||||
slot = Actor.EQUIPMENT_SLOT.Cuirass
|
||||
end
|
||||
|
||||
return Actor.getEquipment(actor, slot)
|
||||
end
|
||||
|
||||
return {
|
||||
adjustDamageForArmor = function(damage, actor) return adjustDamageForArmor(damage, actor or self) end,
|
||||
adjustDamageForDifficulty = function(attack, defendant) return adjustDamageForDifficulty(attack, defendant or self) end,
|
||||
applyArmor = applyArmor,
|
||||
getArmorRating = function(actor) return getArmorRating(actor or self) end,
|
||||
getArmorSkill = getArmorSkill,
|
||||
getSkillAdjustedArmorRating = function(item, actor) return getSkillAdjustedArmorRating(item, actor or self) end,
|
||||
getEffectiveArmorRating = function(item, actor) return getEffectiveArmorRating(item, actor or self) end,
|
||||
spawnBloodEffect = spawnBloodEffect,
|
||||
pickRandomArmor = function(actor) return pickRandomArmor(actor or self) end
|
||||
}
|
||||
|
|
@ -1,66 +0,0 @@
|
|||
local self = require('openmw.self')
|
||||
local core = require('openmw.core')
|
||||
local NPC = require('openmw.types').NPC
|
||||
local Skill = core.stats.Skill
|
||||
|
||||
local function tableHasValue(table, value)
|
||||
for _, v in pairs(table) do
|
||||
if v == value then return true end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function getSkillProgressRequirement(skillid)
|
||||
local npcRecord = NPC.record(self)
|
||||
local class = NPC.classes.record(npcRecord.class)
|
||||
local skillStat = NPC.stats.skills[skillid](self)
|
||||
local skillRecord = Skill.record(skillid)
|
||||
|
||||
local factor = core.getGMST('fMiscSkillBonus')
|
||||
if tableHasValue(class.majorSkills, skillid) then
|
||||
factor = core.getGMST('fMajorSkillBonus')
|
||||
elseif tableHasValue(class.minorSkills, skillid) then
|
||||
factor = core.getGMST('fMinorSkillBonus')
|
||||
end
|
||||
|
||||
if skillRecord.specialization == class.specialization then
|
||||
factor = factor * core.getGMST('fSpecialSkillBonus')
|
||||
end
|
||||
|
||||
return (skillStat.base + 1) * factor
|
||||
end
|
||||
|
||||
local function getSkillLevelUpOptions(skillid, source)
|
||||
local skillRecord = Skill.record(skillid)
|
||||
local npcRecord = NPC.record(self)
|
||||
local class = NPC.classes.record(npcRecord.class)
|
||||
|
||||
local levelUpProgress = 0
|
||||
local levelUpAttributeIncreaseValue = core.getGMST('iLevelupMiscMultAttriubte')
|
||||
|
||||
if tableHasValue(class.minorSkills, skillid) then
|
||||
levelUpProgress = core.getGMST('iLevelUpMinorMult')
|
||||
levelUpAttributeIncreaseValue = core.getGMST('iLevelUpMinorMultAttribute')
|
||||
elseif tableHasValue(class.majorSkills, skillid) then
|
||||
levelUpProgress = core.getGMST('iLevelUpMajorMult')
|
||||
levelUpAttributeIncreaseValue = core.getGMST('iLevelUpMajorMultAttribute')
|
||||
end
|
||||
|
||||
local options = {}
|
||||
if source == 'jail' and not (skillid == 'security' or skillid == 'sneak') then
|
||||
options.skillIncreaseValue = -1
|
||||
else
|
||||
options.skillIncreaseValue = 1
|
||||
options.levelUpProgress = levelUpProgress
|
||||
options.levelUpAttribute = skillRecord.attribute
|
||||
options.levelUpAttributeIncreaseValue = levelUpAttributeIncreaseValue
|
||||
options.levelUpSpecialization = skillRecord.specialization
|
||||
options.levelUpSpecializationIncreaseValue = core.getGMST('iLevelupSpecialization')
|
||||
end
|
||||
return options
|
||||
end
|
||||
|
||||
return {
|
||||
getSkillProgressRequirement = getSkillProgressRequirement,
|
||||
getSkillLevelUpOptions = getSkillLevelUpOptions
|
||||
}
|
||||
|
|
@ -7,6 +7,64 @@ local types = require('openmw.types')
|
|||
local NPC = types.NPC
|
||||
local Actor = types.Actor
|
||||
local ui = require('openmw.ui')
|
||||
local auxUtil = require('openmw_aux.util')
|
||||
|
||||
local function tableHasValue(table, value)
|
||||
for _, v in pairs(table) do
|
||||
if v == value then return true end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function getSkillProgressRequirement(skillid)
|
||||
local npcRecord = NPC.record(self)
|
||||
local class = NPC.classes.record(npcRecord.class)
|
||||
local skillStat = NPC.stats.skills[skillid](self)
|
||||
local skillRecord = Skill.record(skillid)
|
||||
|
||||
local factor = core.getGMST('fMiscSkillBonus')
|
||||
if tableHasValue(class.majorSkills, skillid) then
|
||||
factor = core.getGMST('fMajorSkillBonus')
|
||||
elseif tableHasValue(class.minorSkills, skillid) then
|
||||
factor = core.getGMST('fMinorSkillBonus')
|
||||
end
|
||||
|
||||
if skillRecord.specialization == class.specialization then
|
||||
factor = factor * core.getGMST('fSpecialSkillBonus')
|
||||
end
|
||||
|
||||
return (skillStat.base + 1) * factor
|
||||
end
|
||||
|
||||
local function getSkillLevelUpOptions(skillid, source)
|
||||
local skillRecord = Skill.record(skillid)
|
||||
local npcRecord = NPC.record(self)
|
||||
local class = NPC.classes.record(npcRecord.class)
|
||||
|
||||
local levelUpProgress = 0
|
||||
local levelUpAttributeIncreaseValue = core.getGMST('iLevelupMiscMultAttriubte')
|
||||
|
||||
if tableHasValue(class.minorSkills, skillid) then
|
||||
levelUpProgress = core.getGMST('iLevelUpMinorMult')
|
||||
levelUpAttributeIncreaseValue = core.getGMST('iLevelUpMinorMultAttribute')
|
||||
elseif tableHasValue(class.majorSkills, skillid) then
|
||||
levelUpProgress = core.getGMST('iLevelUpMajorMult')
|
||||
levelUpAttributeIncreaseValue = core.getGMST('iLevelUpMajorMultAttribute')
|
||||
end
|
||||
|
||||
local options = {}
|
||||
if source == 'jail' and not (skillid == 'security' or skillid == 'sneak') then
|
||||
options.skillIncreaseValue = -1
|
||||
else
|
||||
options.skillIncreaseValue = 1
|
||||
options.levelUpProgress = levelUpProgress
|
||||
options.levelUpAttribute = skillRecord.attribute
|
||||
options.levelUpAttributeIncreaseValue = levelUpAttributeIncreaseValue
|
||||
options.levelUpSpecialization = skillRecord.specialization
|
||||
options.levelUpSpecializationIncreaseValue = core.getGMST('iLevelupSpecialization')
|
||||
end
|
||||
return options
|
||||
end
|
||||
|
||||
local function skillLevelUpHandler(skillid, source, params)
|
||||
local skillStat = NPC.stats.skills[skillid](self)
|
||||
|
|
@ -119,8 +177,14 @@ end
|
|||
I.SkillProgression.addSkillUsedHandler(skillUsedHandler)
|
||||
I.SkillProgression.addSkillLevelUpHandler(skillLevelUpHandler)
|
||||
|
||||
local interface = auxUtil.shallowCopy(I.SkillProgression)
|
||||
interface.getSkillProgressRequirement = getSkillProgressRequirement
|
||||
interface.getSkillLevelUpOptions = getSkillLevelUpOptions
|
||||
|
||||
return {
|
||||
engineHandlers = {
|
||||
_onJailTimeServed = jailTimeServed,
|
||||
}
|
||||
},
|
||||
interfaceName = 'SkillProgression',
|
||||
interface = interface
|
||||
}
|
||||
|
|
|
|||
|
|
@ -135,9 +135,7 @@ set(BUILTIN_DATA_FILES
|
|||
scripts/omw/console/local.lua
|
||||
scripts/omw/console/player.lua
|
||||
scripts/omw/console/menu.lua
|
||||
scripts/omw/interfaces/combat.lua
|
||||
scripts/omw/interfaces/combatfunctions.lua
|
||||
scripts/omw/interfaces/skillfunctions.lua
|
||||
scripts/omw/combat/interface.lua
|
||||
scripts/omw/mechanics/actorcontroller.lua
|
||||
scripts/omw/mechanics/animationcontroller.lua
|
||||
scripts/omw/mechanics/globalcontroller.lua
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ PLAYER: scripts/omw/input/gamepadcontrols.lua
|
|||
NPC,CREATURE: scripts/omw/ai.lua
|
||||
GLOBAL: scripts/omw/mechanics/globalcontroller.lua
|
||||
CREATURE, NPC, PLAYER: scripts/omw/mechanics/actorcontroller.lua
|
||||
NPC,CREATURE,PLAYER: scripts/omw/interfaces/combat.lua
|
||||
NPC,CREATURE,PLAYER: scripts/omw/combat/interface.lua
|
||||
|
||||
# User interface
|
||||
PLAYER: scripts/omw/ui.lua
|
||||
|
|
|
|||
|
|
@ -143,5 +143,18 @@ function aux_util.callMultipleEventHandlers(handlers, ...)
|
|||
return false
|
||||
end
|
||||
|
||||
---
|
||||
-- Copies all key-value pairs from the input table to a new table.
|
||||
-- @function [parent=#util] shallowCopy
|
||||
-- @param #table table The table to copy
|
||||
-- @return #table A shallow copy of the input table
|
||||
function aux_util.shallowCopy(table)
|
||||
local copy = {}
|
||||
for key, value in pairs(table) do
|
||||
copy[key] = value
|
||||
end
|
||||
return copy
|
||||
end
|
||||
|
||||
return aux_util
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,5 @@
|
|||
local I = require('openmw.interfaces')
|
||||
local auxUtil = require('openmw_aux.util')
|
||||
local functions = require('scripts.omw.interfaces.combatfunctions')
|
||||
|
||||
local onHitHandlers = {}
|
||||
|
||||
|
|
@ -26,7 +25,7 @@ local onHitHandlers = {}
|
|||
return {
|
||||
--- Basic combat interface
|
||||
-- @module Combat
|
||||
-- @usage require('openmw.interfaces').Combat
|
||||
-- @usage local I = require('openmw.interfaces')
|
||||
--
|
||||
--I.Combat.addOnHitHandler(function(attack)
|
||||
-- -- Adds fatigue loss when hit by draining fatigue when taking health damage
|
||||
|
|
@ -62,7 +61,7 @@ return {
|
|||
-- @param #number Damage The numeric damage to adjust
|
||||
-- @param openmw.core#GameObject actor (Optional) The actor to calculate the armor rating for. Defaults to self.
|
||||
-- @return #number Damage adjusted for armor
|
||||
adjustDamageForArmor = functions.adjustDamageForArmor,
|
||||
adjustDamageForArmor = function(damage, actor) return damage end,
|
||||
|
||||
--- Calculates a difficulty multiplier based on current difficulty settings
|
||||
-- and adjusts damage accordingly. Has no effect if both this actor and the
|
||||
|
|
@ -70,14 +69,14 @@ return {
|
|||
-- @function [parent=#Combat] adjustDamageForDifficulty
|
||||
-- @param #Attack attack The attack to adjust
|
||||
-- @param openmw.core#GameObject defendant (Optional) The defendant to make the difficulty adjustment for. Defaults to self.
|
||||
adjustDamageForDifficulty = functions.adjustDamageForDifficulty,
|
||||
adjustDamageForDifficulty = function(attack, defendant) end,
|
||||
|
||||
--- Applies this character's armor to the attack. Adjusts damage, reduces item
|
||||
-- condition accordingly, progresses armor skill, and plays the armor appropriate
|
||||
-- hit sound.
|
||||
-- @function [parent=#Combat] applyArmor
|
||||
-- @param #Attack attack
|
||||
applyArmor = functions.applyArmor,
|
||||
applyArmor = function(attack) end,
|
||||
|
||||
--- Computes this character's armor rating.
|
||||
-- Note that this interface function is read by the engine to update the UI.
|
||||
|
|
@ -85,7 +84,7 @@ return {
|
|||
-- @function [parent=#Combat] getArmorRating
|
||||
-- @param openmw.core#GameObject actor (Optional) The actor to calculate the armor rating for. Defaults to self.
|
||||
-- @return #number
|
||||
getArmorRating = functions.getArmorRating,
|
||||
getArmorRating = function(actor) return 0 end,
|
||||
|
||||
--- Computes this character's armor rating.
|
||||
-- You can override this to return any skill you wish (including non-armor skills, if you so wish).
|
||||
|
|
@ -94,7 +93,7 @@ return {
|
|||
-- @function [parent=#Combat] getArmorSkill
|
||||
-- @param openmw.core#GameObject item The item
|
||||
-- @return #string The armor skill identifier, or unarmored if the item was nil or not an instace of @{openmw.types#Armor}
|
||||
getArmorSkill = functions.getArmorSkill,
|
||||
getArmorSkill = function(item) return nil end,
|
||||
|
||||
--- Computes the armor rating of a single piece of @{openmw.types#Armor}, adjusted for skill
|
||||
-- Note that this interface function is read by the engine to update the UI.
|
||||
|
|
@ -103,19 +102,19 @@ return {
|
|||
-- @param openmw.core#GameObject item The item
|
||||
-- @param openmw.core#GameObject actor (Optional) The actor, defaults to self
|
||||
-- @return #number
|
||||
getSkillAdjustedArmorRating = functions.getSkillAdjustedArmorRating,
|
||||
getSkillAdjustedArmorRating = function(item, actor) return 0 end,
|
||||
|
||||
--- Computes the effective armor rating of a single piece of @{openmw.types#Armor}, adjusted for skill and item condition
|
||||
-- @function [parent=#Combat] getEffectiveArmorRating
|
||||
-- @param openmw.core#GameObject item The item
|
||||
-- @param openmw.core#GameObject actor (Optional) The actor, defaults to self
|
||||
-- @return #number
|
||||
getEffectiveArmorRating = functions.getEffectiveArmorRating,
|
||||
getEffectiveArmorRating = function(item, actor) return 0 end,
|
||||
|
||||
--- Spawns a random blood effect at the given position
|
||||
-- @function [parent=#Combat] spawnBloodEffect
|
||||
-- @param openmw.util#Vector3 position
|
||||
spawnBloodEffect = functions.spawnBloodEffect,
|
||||
spawnBloodEffect = function(position) end,
|
||||
|
||||
--- Hit this actor. Normally called as Hit event from the attacking actor, with the same parameters.
|
||||
-- @function [parent=#Combat] onHit
|
||||
|
|
@ -127,7 +126,7 @@ return {
|
|||
-- @function [parent=#Combat] pickRandomArmor
|
||||
-- @param openmw.core#GameObject actor (Optional) The actor to pick armor from, defaults to self
|
||||
-- @return openmw.core#GameObject The armor equipped in the chosen slot. nil if nothing was equipped in that slot.
|
||||
pickRandomArmor = functions.pickRandomArmor,
|
||||
pickRandomArmor = function(actor) return nil end,
|
||||
|
||||
--- @{#AttackSourceType}
|
||||
-- @field [parent=#Combat] #AttackSourceType ATTACK_SOURCE_TYPES Available attack source types
|
||||
|
|
@ -1,11 +0,0 @@
|
|||
return {
|
||||
adjustDamageForArmor = function(damage, actor) return damage end,
|
||||
adjustDamageForDifficulty = function(attack, defendant) end,
|
||||
applyArmor = function(attack) end,
|
||||
getArmorRating = function(actor) return 0 end,
|
||||
getArmorSkill = function(item) return nil end,
|
||||
getSkillAdjustedArmorRating = function(item, actor) return 0 end,
|
||||
getEffectiveArmorRating = function(item, actor) return 0 end,
|
||||
spawnBloodEffect = function(position) end,
|
||||
pickRandomArmor = function(actor) return nil end
|
||||
}
|
||||
|
|
@ -1,4 +0,0 @@
|
|||
return {
|
||||
getSkillProgressRequirement = function(skillid) return 1 end,
|
||||
getSkillLevelUpOptions = function(skillid, source) return {} end
|
||||
}
|
||||
|
|
@ -4,7 +4,6 @@ local core = require('openmw.core')
|
|||
local auxUtil = require('openmw_aux.util')
|
||||
local NPC = require('openmw.types').NPC
|
||||
local Skill = core.stats.Skill
|
||||
local functions = require('scripts.omw.interfaces.skillfunctions')
|
||||
|
||||
---
|
||||
-- Table of skill use types defined by Morrowind.
|
||||
|
|
@ -47,12 +46,6 @@ local functions = require('scripts.omw.interfaces.skillfunctions')
|
|||
local skillUsedHandlers = {}
|
||||
local skillLevelUpHandlers = {}
|
||||
|
||||
local function shallowCopy(t1)
|
||||
local t2 = {}
|
||||
for key, value in pairs(t1) do t2[key] = value end
|
||||
return t2
|
||||
end
|
||||
|
||||
local function skillUsed(skillid, options)
|
||||
if #skillUsedHandlers == 0 then
|
||||
-- If there are no handlers, then there won't be any effect, so skip calculations
|
||||
|
|
@ -60,7 +53,7 @@ local function skillUsed(skillid, options)
|
|||
end
|
||||
|
||||
-- Make a copy so we don't change the caller's table
|
||||
options = shallowCopy(options)
|
||||
options = auxUtil.shallowCopy(options)
|
||||
|
||||
-- Compute use value if it was not supplied directly
|
||||
if not options.skillGain then
|
||||
|
|
@ -85,7 +78,7 @@ local function skillLevelUp(skillid, source)
|
|||
-- If there are no handlers, then there won't be any effect, so skip calculations
|
||||
return
|
||||
end
|
||||
local options = functions.getSkillLevelUpOptions(skillid, source)
|
||||
local options = I.SkillProgression.getSkillLevelUpOptions(skillid, source)
|
||||
auxUtil.callEventHandlers(skillLevelUpHandlers, skillid, source, options)
|
||||
end
|
||||
|
||||
|
|
@ -126,7 +119,7 @@ return {
|
|||
interface = {
|
||||
--- Interface version
|
||||
-- @field [parent=#SkillProgression] #number version
|
||||
version = 1,
|
||||
version = 2,
|
||||
|
||||
--- Add new skill level up handler for this actor.
|
||||
-- For load order consistency, handlers should be added in the body if your script.
|
||||
|
|
@ -213,6 +206,13 @@ return {
|
|||
-- @param #string skillid The id of the skill to level up.
|
||||
-- @param #SkillLevelUpSource source The source of the skill increase. Note that passing a value of @{#SkillLevelUpSource.Jail} will cause a skill decrease for all skills except sneak and security.
|
||||
skillLevelUp = skillLevelUp,
|
||||
|
||||
--- Construct a table of skill level up options
|
||||
-- @function [parent=#SkillProgression] getSkillLevelUpOptions
|
||||
-- @param #string skillid The id of the skill to level up
|
||||
-- @param #SkillLevelUpSource source The source of the skill increase
|
||||
-- @return #table The options to pass to the skill level up handlers
|
||||
getSkillLevelUpOptions = function(skillid, source) return {} end,
|
||||
|
||||
--- @{#SkillLevelUpSource}
|
||||
-- @field [parent=#SkillProgression] #SkillLevelUpSource SKILL_INCREASE_SOURCES
|
||||
|
|
@ -226,7 +226,7 @@ return {
|
|||
--- Compute the total skill gain required to level up a skill based on its current level, and other modifying factors such as major skills and specialization.
|
||||
-- @function [parent=#SkillProgression] getSkillProgressRequirement
|
||||
-- @param #string skillid The id of the skill to compute skill progress requirement for
|
||||
getSkillProgressRequirement = functions.getSkillProgressRequirement
|
||||
getSkillProgressRequirement = function(skillid) return 1 end
|
||||
},
|
||||
engineHandlers = {
|
||||
-- Use the interface in these handlers so any overrides will receive the calls.
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
-- @field [parent=#interfaces] scripts.omw.camera.camera#scripts.omw.camera.camera Camera
|
||||
|
||||
---
|
||||
-- @field [parent=#interfaces] scripts.omw.interfaces.combat#scripts.omw.interfaces.combat Combat
|
||||
-- @field [parent=#interfaces] scripts.omw.combat.interface#scripts.omw.combat.interface Combat
|
||||
|
||||
---
|
||||
-- @field [parent=#interfaces] scripts.omw.mwui.init#scripts.omw.mwui.init MWUI
|
||||
|
|
|
|||
Loading…
Reference in a new issue