- May 13, 2023
-
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
fix linkboost passives subtracting damage on 1st hit See merge request !79
-
- May 09, 2023
-
-
R. E. D. Metal Sonic authored
Since links start at "link = 0", link boost passives would actually decrease damage on the first hit. In other words: minor math failure lmao
-
- May 08, 2023
-
-
Latapostrophe authored
-
Latapostrophe authored
-
- May 02, 2023
-
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
- May 01, 2023
-
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
Fix issues with using skillchange on implict skills See merge request !78
-
- Apr 30, 2023
-
-
R. E. D. Metal Sonic authored
it's impressive how stupid I am
-
R. E. D. Metal Sonic authored
<insert something about wanting to kill link here> Fixes issues with skillchange on implicted skills. HOPEFULLY the final fix for this, I will be sad if there's something else that comes up.
-
- Apr 23, 2023
-
-
Latapostrophe authored
-
Latapostrophe authored
Render EP Percentages See merge request !75
-
Latapostrophe authored
Respect C array boundaries of skin array See merge request !70
-
Latapostrophe authored
fix run_ondamagepassives See merge request !73
-
Latapostrophe authored
BTL_initSkillChange fix See merge request !74
-
Latapostrophe authored
Rawset weapon related tables from DNG_handleEquipLab See merge request !76
-
Latapostrophe authored
Do not assume mo has valid player object in VFX_Play See merge request !77
-
- Apr 21, 2023
-
-
NerduMiner authored
I managed to trigger this bug by causing a skill to be autocasted in a NextTurn hook. It helps to be double sure that we always have valid userdata on our hands to avoid nil warnings.
-
- Apr 14, 2023
-
-
NerduMiner authored
Going from instantiating then accessing to just accessing should make this code faster. I chose to rawset these tables since it would help mods that manage to create new weapon types much simpler to manage since edits to the Equipment Lab already require bringing over all of its code.
-
- Mar 27, 2023
-
-
R. E. D. Metal Sonic authored
As skillcost passives can lower (or raise) EP costs, this renders EP percentages in both costs and near the EP gauge to give more accurate information for players.
-
- Mar 25, 2023
-
-
R. E. D. Metal Sonic authored
Oops. Probably should have expected this...
-
- Mar 24, 2023
-
-
R. E. D. Metal Sonic authored
Fixes iterative pairing issues + makes skillchange occur after changing subpersonas
-
R. E. D. Metal Sonic authored
Before, run_ondamagepassives only occur once, as it only got reset using resetEntitiesPositions, and also did trigger on multi-hit attacks. This fixes that.
-
- Mar 01, 2023
-
-
NerduMiner authored
-
NerduMiner authored
We can only index the skins array between the values of 0 and 254. This was only found out after someone possibly set their defaultskin cv value to a mod character, then restarted the game with said mod unloaded, then went into the player setup menu. The game iterated through the whole skin table trying to find the non-existant skin and reached index 255 which is outside the bounds.
-
- Jan 15, 2023
-
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-
Latapostrophe authored
-