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Author Topic: A new engine!  (Read 158485 times)

CraigStern

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Re: A new engine!
« Reply #90 on: February 02, 2017, 04:09:03 PM »

-added in the 5X damage multiplier for Explode attacks against destructible objects

-Create skills that target multiple spaces now create an instance of the thing on each separate space
« Last Edit: February 02, 2017, 04:47:23 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #91 on: February 03, 2017, 03:13:39 PM »

-UI elements that appear over characters in the Canvas now track the characters' positions when the game camera zooms in and out / pans around.

-mousing over skill buttons now previews the skill's range directly on the battlefield.

-moved character portraits over to the left side of the actions menu to make them less obtrusive.
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CraigStern

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Re: A new engine!
« Reply #92 on: February 06, 2017, 12:23:43 PM »

-the text overlay is now working. It automatically displays the name of the current attack when an attack is executed.

-the AddTextOverlay and RemoveTextOverlay script actions are now in-game and working.
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CraigStern

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Re: A new engine!
« Reply #93 on: February 06, 2017, 01:58:17 PM »

-the text overlay now displays the current selected skill during targeting
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CraigStern

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Re: A new engine!
« Reply #94 on: February 06, 2017, 03:06:41 PM »

-Falling skills that cause Heavy (like Gravity Spike and Gravity Well) now only damage flying characters
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CraigStern

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Re: A new engine!
« Reply #95 on: February 06, 2017, 03:43:12 PM »

-skills can now directly affect stats other than Health. (See e.g. Drain, Terror, and Static Shield)
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CraigStern

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Re: A new engine!
« Reply #96 on: February 07, 2017, 10:55:52 AM »

-buffing status effects like Lucid and Strengthened are now working correctly
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CraigStern

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Re: A new engine!
« Reply #97 on: February 07, 2017, 12:49:09 PM »

-fixed formatting on various tags so that skill modifier tags (modifying cost and range, for instance) now work correctly in the new engine

-the engine now supports arbitrary and unconventional resistances (for example: Drowning Resistance or Falling Resistance)

-got the "Swimmer" life skill working: characters with this life skill can Swim at 0 Energy cost, and will take only 30% the normal Drowning damage for remaining in the water (i.e. 2 damage instead of 6)
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CraigStern

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Re: A new engine!
« Reply #98 on: February 07, 2017, 03:03:02 PM »

-the selfHealingFactor and selfFocusFactor skill attributes (i.e. the things that make skills like Feedback, Soul Suck, and Transfer function as they do) are now working in the engine!
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bugfartboy

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Re: A new engine!
« Reply #99 on: February 08, 2017, 05:46:23 PM »

-the selfHealingFactor and selfFocusFactor skill attributes (i.e. the things that make skills like Feedback, Soul Suck, and Transfer function as they do) are now working in the engine!

Is a negative selfHealingFactor value valid in the new engine?  i.e. are cast-from-health skills possible?
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CraigStern

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Re: A new engine!
« Reply #100 on: February 09, 2017, 10:27:50 AM »

Is a negative selfHealingFactor value valid in the new engine?  i.e. are cast-from-health skills possible?

It's coded differently in the new engine than it was in Telepath Tactics, so I believe they should be!
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CraigStern

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Re: A new engine!
« Reply #101 on: February 09, 2017, 03:27:57 PM »

-characters now regain energy from resting (or from moving without attacking).

-when characters deliver victory and defeat monologues, the scene now pauses while they talk, then resumes animating after the dialogue is finished.

-enemies that die from burning or poisoned status effects now grant experience to the character that placed those status effects on them (put another way: pyrokineticists no longer get penalized for finishing off enemies via the "Burning" status effect).
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CraigStern

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Re: A new engine!
« Reply #102 on: February 13, 2017, 01:12:02 PM »

-the game now detects Pressure triggers on objects located on various spaces, stops characters when they move over them, then runs the associated script

-got the Run action working.

-reformatted all the dialogue in PersistentDialogue.xml to satisfy the new formatting requirements.

-the game now successfully loads dialogue and scripts out of PersistentDialogue.xml, and uses it when checking for triggered dialogue and run scripts.
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CraigStern

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Re: A new engine!
« Reply #103 on: February 15, 2017, 09:59:03 AM »

-got the -SCENE-, -PLAYERTURN-, -TURN-, -FULLTURN-, -Y-, -X-, -NAME-, -LNAME-, -FULLNAME-, and -ATTACKER- special characters working in dialogue and in scripts.

-added new -ELEV-, -CLASS-, -CHAR2-, -CHAR2Y-, -CHAR2X-, -CHAR2ELEV-, and -CHAR2CLASS- special characters. (These are replaced with the triggering character's elevation, the triggering character's class, the secondary character's first name, the secondary character's y coordinate, the secondary character's x coordinate, the secondary character's elevation, and the secondary character's class, respectively).

-got the DamageCharAt, AddStatus, and AddStatusAtCoords actions working.

-got the RemoveTriggerObj action working, and added an optional parameter to make it so it only removes units triggering a specified script.

-due to all of the above, traps are now working correctly in the engine. :)
« Last Edit: September 22, 2017, 12:40:53 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #104 on: February 16, 2017, 04:08:30 PM »

-added the Aptitude character stat to the engine; it's subtracted directly from 100 to determine the experience needed for a character to level up. (Aptitude is 0 for most characters.)

-added the Stat Gain character stat to the engine; it determines how many stats are chosen to improve upon level-up. (Stat Gain is 2 for most characters.)
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