unknown
1bc24d5120
Bring HitAttemptOnMe in line with HitOnMe
2022-04-30 18:32:10 +02:00
psi29a
1c70b9790c
Merge branch 'covid_wont_stop_me' into 'master'
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Don't reset last hit object if the ID doesn't match
Closes #6682
See merge request OpenMW/openmw!1727
2022-03-28 11:40:46 +00:00
Evil Eye
c1d700f770
Don't reset last hit object if the ID doesn't match
2022-03-28 11:40:46 +00:00
Evil Eye
7695f03c4c
Remove unused variable
2022-03-27 17:20:22 +02:00
uramer
c31dedb89c
Implement Yaw, Pitch and Use (attack / cast spell) in Lua self.controls
2022-02-01 18:47:20 +00:00
Bret Curtis
d1fb854521
move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
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esm typo
esm typo
2022-01-23 17:04:48 +01:00
Evil Eye
c1f59b1221
Automatically drop workaround when the format is next updated
2021-12-24 23:17:50 +01:00
Evil Eye
289e1544d2
Don't wait a frame to recalculate magicka
2021-10-25 16:54:50 +02:00
Evil Eye
dc1fe62dde
Overhaul magic effects to work with onApply and onEnd events
2021-09-29 19:25:10 +02:00
cc9cii
47a841d3b7
Fix/workaround for Issue #3246
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OpenMW save file assumes the presence of NPC/Creature data but the vanilla save file provides only the delta changes in most situations. The base data are not available without loading all the relevant dependency content files. Duplicating that code in the ESSImporter is not desirable.
Ideally a flag should be set but that will mean a change in the save file format. For a minor change such as this doing so seems like an overkill. So a temporary workaround is introduced where the gold carried by the NPC/Creature is used as an indicator as the lack of ACDT data.
2021-08-17 12:29:28 +10:00
Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
2021-03-21 13:57:54 +01:00
Andrei Kortunov
67eace1028
Use struct instead of tuple
2020-08-29 11:24:08 +04:00
Andrei Kortunov
924f634bda
Support for multiple summons with same ID in the single spell
2020-08-28 21:14:54 +04:00
Petr Mikheev
b4c699348f
Improved strafe movement
2020-06-22 15:22:34 +02:00
Andrei Kortunov
5468fcb29f
Store attributes and skills values as floats (bug #4021 )
2020-06-03 17:34:15 +04:00
Andrei Kortunov
3dce225f28
Implement vanilla-style corprus handling (bug #3714 , bug #4623 )
2020-06-03 12:58:17 +04:00
Capostrophic
efd5f13b2b
Make greeting-related actor data temporary (bug #5397 )
2020-05-30 00:51:58 +03:00
Capostrophic
483b37bb3f
Disallow resting if the fall height hasn't been reset (bug #4802 )
2019-12-12 15:26:02 +03:00
Andrei Kortunov
69aceb5c1e
Split greetings from AiWander (bug #4594 )
2019-10-10 09:28:40 +04:00
Andrei Kortunov
ae1c054635
Make GetPCJumping return true only when jumping (bug #4641 )
2018-09-16 11:58:01 +04:00
Allofich
5d2090684a
Store mHitAttemptActorId in save files
2017-02-07 01:26:26 +09:00
Allofich
25c64dbb0f
Make combat engagement logic more like vanilla
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(Fixes #2678 , Fixes #3705 )
2017-02-07 01:25:12 +09:00
scrawl
a825882c6b
Process death events at the end of the death animation ( Fixes #1873 )
2016-06-12 00:04:50 +02:00
scrawl
3749821809
Choose a random death animation for actors that start the game as dead ( Fixes #3397 )
2016-05-19 21:40:05 +02:00
scrawl
c3ef387208
Vanilla-compatible creature/NPC respawning ( Fixes #2369 , Fixes #2467 )
2016-02-27 12:53:07 +01:00
dteviot
ff5ef7055e
extracted function CreatureStats::isParalyzed()
2015-08-20 18:12:37 +12:00
scrawl
a1432b0255
Move attackingOrSpell flag to the CharacterController
2015-07-02 19:14:28 +02:00
scrawl
882e359008
Move attackStrength to the CharacterController, where it should have been to begin with
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Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl
44582fe3b3
Don't use separate werewolf skills/attributes for non-player werewolves
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Still need to deal with save files.
2015-06-21 17:28:18 +02:00
scrawl
f267497c03
Allow separate summoned creature instances for each spell ID ( Fixes #2194 )
2015-01-06 16:11:05 +01:00
scrawl
cc9af9562b
Function_CreatureTargetted should return '2' for werewolfs
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This makes NPCs say the correct attack voice files when fighting a werewolf.
2014-12-24 15:45:12 +01:00
scrawl
886903d70e
Implement HitAttemptOnMe function (Bug #2078 )
2014-12-11 22:25:41 +01:00
scrawl
0a466ad643
Make recalculation of magicka less aggressive ( Fixes #2155 )
2014-11-28 14:45:35 +01:00
scrawl
7252cb63a6
Fix cppcheck issues
2014-09-26 17:48:14 +02:00
scrawl
be7839873a
Don't trigger dynamic stats recalculation when setting up actor initial stats ( Fixes #1927 )
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This caused the magicka value set in the CS to be ignored completely, so flame atronachs were spawning with 50 magicka instead of 105.
2014-09-18 03:47:45 +02:00
scrawl
282c93ccc5
Handle death in actor update rather than instantly ( Fixes #1866 )
2014-09-05 17:17:45 +02:00
scrawl
2db50da8dd
Implement magic effect script instructions (Feature #1489 )
2014-08-17 05:09:14 +02:00
Digmaster
a32ab842ae
Added ForceJump/ForceMoveJump commands
2014-08-02 22:42:40 -07:00
scrawl
4773d754c6
Remove redundant isHostile flag ( Fixes #1652 )
2014-07-28 16:41:12 +02:00
scrawl
804f1a5e59
Adjust combat mechanics
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- Projectiles can not trigger critical hits
- Critical hits are only possible if the target is not in combat (Fixes #1669 )
- Hand-to-hand deals damage to health during entire duration of knockdown animation (including standing up)
2014-07-20 23:17:55 +02:00
scrawl
2477456f99
Implement Murder crimes and OnMurder instruction ( Fixes #1315 )
2014-06-17 04:05:27 +02:00
scrawl
ee2b81763e
Savegame: Store AiSettings and summoned creatures
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CreatureStats state is now completely stored (Closes #1174 )
Also play VFX_Summon_Start and VFX_Summon_End visual effects.
2014-06-15 21:19:37 +02:00
scrawl
0966755a0c
Store death animation index in CreatureStats
2014-05-26 20:52:32 +02:00
scrawl
b4ed828e21
Feature #1323 : Implement restocking items (does not handle levelled lists yet)
2014-05-17 14:30:31 +02:00
scrawl
61187c2fef
Savegame: store actorIds
2014-05-14 09:47:49 +02:00
scrawl
7697ab37e0
Fixes #1129 : Change summoned creatures to use ActorId
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Gracefully handles summoned creatures that are left behind in inactive cells.
2014-05-14 06:37:31 +02:00
scrawl
3cdbcf3c28
Merge branch 'actorid' of https://github.com/OpenMW/openmw
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Conflicts:
apps/openmw/mwmechanics/creaturestats.cpp
2014-05-14 02:35:05 +02:00
scrawl
6cc691115b
Savegame: store most of CreatureStats
2014-05-12 21:37:36 +02:00
Marc Zinnschlag
0c2843b0f7
some missing cleanup
2014-04-29 19:56:33 +02:00
Marc Zinnschlag
f6a876bc3d
added actor ID
2014-04-29 15:27:49 +02:00