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Releases: exSkye/rpgmaker2

v3.4.6.8

22 May 07:55
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Version 3.4.6.8

  • The survivors' jetpack will not function when survivors are in the start or end of map safe rooms.
  • Survivors can now take CRUSH damage (damagetype 1 / DMG_CRUSH)
  • Fixed a bug where proficiency talents would return negative numbers instead of the remainder, resulting in talents affected sometimes returning negative results.
  • Potential bug fix for jetpack, will need to investigate preventing jetpack use in the safe area some other way.
  • Enabled Buffing & Hexing experience, but neither currently earn score.
  • Patched a logic error that saw players who enable a handicap under the score earning level not circumventing that requirement and earning score.
    • now all players with handicap will earn score, regardless of meeting that level requirement, if set.
  • Changed the colours used for augment drops for better readability.
  • Fixed a bug where talents that weren't compounding talents would go on cooldown when compounding talents were calculated unintentionally.
    • As a result of this bug fix, talents that are compounding, such as many weapon damage talents, will now properly go on cooldown where they didn't before, regardless of having a cooldown or not.
  • Damage and Tanking contribution requirements have been optionally added.
    "damage contribution?" "0.1" // -> Players must deal 10% of any enemies health pool to receive damage score/damage experience.
    "tanking contribution?" "0.5" // -> Players must receive 50% of their maximum health (based on current buffs) in damage from an enemy to be eligible for tanking score/tanking experience from said enemy.

Version 3.4.6.7

  • Fixed a typo that caused damage and health regen talents to not calculate properly in v3.4.6.6
  • Added support to give players proficiency levels with the !powerlevel command.
  • Corrected physics behaviour of loot bags so they do NOT interact with players.
  • Recoded how damage reduction and damage penalty talents & abilities are calculated.
  • Fallen Survivor super commons are now unhooked and set to 1 life so when they die they drop items organically.
    If this becomes an issue, I'll code in support for those items to drop off of the fallen survivor and then possibly
    add support for custom item drops special to the fallen survivor.
  • Recoded/redesigned how augment tiers are calculated.

Version 3.4.6.6

  • Fixed a bug that reintroduced survivor bot name repeating the [handicap] [level] tag in its name.
  • Added a cooldown between uses for the !stuck command:
    "seconds between stuck command use?" "120" // default time of 2-minutes
  • Added the ability for server operators to include the option to disable handicap outright, with the "nohandicap" configname for the mainmenu.cfg
  • Several optimization passes.
  • Added a new key for talents:
    "ability category?" // 0 healing, 1 damage, 2 tanking
    This lets the plugin know which type of proficiencies the talent is affected by without having to code support for each possible value, which would
    make supporting third-party extensions of the RPG impossible.
  • Proficiency talents now reflect their modifiers on all talents in the menu in real-time.
  • A few miscellaneous bug fixes
  • Removed 17 deprecated & unused keys for talents.
  • Cleaned up unused code & deprecated methods.

Version 3.4.6.5

  • Witches will now startle when taking bullet damage.
  • Optimizations to certain intensive calls;
    void ForcedWeakness(client) integrated into SetClientTalentStrength as this is the only time the value can change.
    added a new variable bForcedWeakness[client] to hold the value of the call.
  • Survivor bot data will no longer save if there is an idle player attached to the bot.
  • A bug causing a player to take over a survivor bots data, overwriting their own data... has been patched.
  • Players who are defibbed back to life have their penalized score, bonus experience multiplier, and handicaps restored. Their lost experience, if applicable, is not restored.
  • Players can now starting with a variable incap health percentage in config.cfg.
    "incap health start?" "0.5" // default if not present is 0.5 or 50%. If it's set to 100%, incap health regen will tick once and auto-res the player.
  • Added another config.cfg addition to load custom witch settings, but regardless of the key name, it can be used to load ANY other config for custom settings, etc.
    "custom witch config?" "witch.cfg" // if the set config cannot be found, nothing happens; no foul.
  • Fixed a bug where abilities (such as basilisk armor or last chance) could make a player immune to damage. This will now cap based on the following (not new) variable in the config.cfg:
    "max damage resistance?" "0.9" // if this key is not present, the default is 0.9.
  • Survivors receive a brief (one frame) invulnerability period when entering incap state now.

Version 3.4.6.4

  • Added first iteration of gear comparator when considering whether to equip a new augment.
  • Reroll functionality is now in the mod!
  • Marketplace is removed - it detracts from the users individual experience in a shared-world.
  • Full augment info is displayed on the augment inventory page.
  • Fixed a bug that replicated survivor bot levels over and over.
  • Added "talent cooldown minimum value?" for talents, so that the starting cooldown time isn't the lowest possible cooldown time.
  • Rolled-back the change that saw attributes only affect augments. Attributes now affect talents - not augments - again.
  • Players can now use the !autodismantle feature for multiple purposes - type the !autodismantle command in chat for more info!
  • Players can now favourite augments they don't want to be destroyed by the !autodismantle command.
  • Players now have their handicap level reset if they die and are no longer eligible for their current handicap level - client is notified.
  • Only medkits can reset the incap count now.
  • FINALLY patched the bug that caused player data to not load properly during live rounds when connecting onto a bot.

Version 3.4.6.3

  • Survivor bots with handicaps no longer have those handicaps contribute to the common limit.

Version 3.4.6.2

  • Added a new variable to track whether a melee weapon is equipped or not.
  • Optimized the SetMyWeapons(client) method.
  • Fixed a math bug in GetTalentInfo()
  • Fixed a bug in GetAttributeMultiplier() where I was using the wrong variable for the calculation.
  • Bags will no longer be created and instead augment parts given when a potential item does not meet the players item loot% threshold setting.
  • Players can no longer choose to auto-destroy minor augments specifically under the new auto-dismantle on roll system, as minor augments are determined after the player picks the item up, not at the time of bag generation.
  • Redesigned attributes for linear (instead of exponential) multiplication.
  • Added a new variable to control if attribute talents are additive or multiplicative:
    "are attribute talents multiplicative?" "0" // By default, if this key is omitted attribute talents are additive.
  • Tanking now earns score.
  • Tanking now earns experience from common infected.

Version 3.4.6.1

  • Removed hard-coded melee weapon damage cooldown due to potential bug crash related.
  • Redesigned healing to scale off of healing talents, not damage talents. This means healing will no longer scale with damage.
  • Fixed a bug where items in healing or throwable slots could be recorded as a clients weapon and the wrong type of proficiency would get called.
  • Heal strength will now display proper values on the ability bar.
  • Max health capped to 30,000 for survivors because engine breaks around 33k health

Version 3.4.6.0

  • Fixed a bug in a certain calculation.
  • Optimized memory usage.
  • Optimized keyvalue arrays.
  • Survivor bots will now ignore Defender common affix mobs and hurt them as normal mobs due to the difficulty programming support for L4D2's AI to recognize Defenders.
  • Fixed melee weapon damage not working properly (it was registering as blast/explosion damage)
  • Changed hard-coded melee damage cooldown of 0.25s -> 0.1s
  • Optimized many methods to used memoized data.
  • Handicap levels now increase common infected allowance across the board == living survivor handicap levels.
  • Fixed a logic error causing a visual bug where infected health numbers would not drop (but the health bar would)

-Rolled-back changes to the GetInfectedAbilityTrigger method as it was causing random crashing without any error logs.

  • Added more new keys for talents:
    "require ally on fire?" "1" // If 1, requires a teammate within "coherency range?" to have [Bu]rn stacks from fire.

Version 3.4.5.9a

  • Spells/Abilities now receive buffs from augments and their governing attribute, where applicable.
  • Corrected an issue where spell/ability stamina cost was always being set to 1.
  • All damage/health of enemies is now calculated in the same method so enemy level/character data always shows accurate values.
  • Patched a rare bug where common infected would be designated as super commons, but not be super commons.
  • Added new keys for talents:
    "must be within coherency of talent?" "cleric" // this talent would only trigger if the activating player is within coherency range of a teammates cleric talent.
    "must be unhurt by si or witch?" "1" // if 1, talent is skipped if the target is common infected, or if the witch/special infected has hurt the survivor.
    "skip talent for augment roll?" "1" // for specialty talents designed for coherency triggers, so they don't roll as buffs on augments as they would buff nothing.
    "require ally with adrenaline?" "1" // If 1, must be paired with the "coherency range?" talent. If an ally within the coherency range has active adrenaline, this talent fires.
    "require ally below health...
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