Divinity: Original Sin 2

Divinity: Original Sin 2

LeaderLib - Definitive Edition
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Uppdatering: 17 jun, 2021 @ 15:31

1.7.14.14

Changes
  • Fixed a hit listener error in v54 extender (using a function not available yet in v54). This fixes the Runic Cannon not gaining energy in Weapon Expansion for instance.
  • Fixed a hit handle comparison check.

Uppdatering: 17 jun, 2021 @ 9:38

1.7.14.13

Changes
  • Fix for items generated by stat (a scripted LeaderLib function) generating at Unique rarity. This was causing an issue in developer mode with preset items generated by equipment data with scripting.
  • Added safeguards to skip hit listener logic if the game isn't done loading.
  • Cleaned up some other general typos.

Uppdatering: 17 jun, 2021 @ 9:35

Uppdatering: 17 jun, 2021 @ 5:50

1.7.14.12

Changes
  • Fix for hit listener rework not passing along the correct status handle (used for checking values / adding damage etc).

API Changes
  • Added sort options for custom stats (SortValue, SortName).
  • Tweaked CustomStatSystem to hide internal functions.
  • Fixed point indicators for categories not being visible after hiding one initially.

Uppdatering: 15 jun, 2021 @ 9:43

1.7.14.11

Changes
  • Added missing param for skill hit listeners (missing after a rework).
  • Swapped MyGuid usage to NetID for custom stat system (some characters don't have a MyGuid set on the client-side).
  • Tweaked UI code that shows tooltips to skip fading if a tooltip is already displaying.

API Changes
  • Added new properties for CustomStatData: DisplayMode, Visible, IconWidth, IconHeight.
  • Fix for a custom stat's PointID not being used when adding available points use the stat's ID.
  • Tweaked UI so available point logic is skipped for GMs, and GMs will always see all stats now (even if they're not visible).

Uppdatering: 13 jun, 2021 @ 6:39

1.7.14.10

Changes
  • Quick fix to disable the "Extra Stats" tab until extender v55 is released. In v55 LeaderLib modifies the character sheet so both this tab and the tags tab are both available, since by default the UI only shows one or the other. This fix is not enabled in v54 however.

Uppdatering: 11 jun, 2021 @ 18:39

Quick tweak to swap MyGuid usage on the client to NetID for some features.

Most global player characters should have a MyGuid value, but for some special characters added by mods (or possibly GM mode), this may be blank. NetID is more suitable for sending to the server to run commands.

Uppdatering: 11 jun, 2021 @ 18:13

1.7.14.9

Changes
  • Settings syncing when the game is unpaused after saving should be disabled now (wasn't intended, but the game goes from Save to Running after making a save, when the script was just looking for Paused when deciding to skip it).
  • Added some workarounds for listening to the CTRL and ALT associated inputs being pressed. These two are weird in particular, where they never are "released", only pressed.
  • Added a shortcut for "Chain/Unchain All". When not in GM mode, press CTRL + Space to trigger this functionality (the "ToggleGMShroud" keybind).
  • Weapons with "None" type damage should now display it as "Pure" in their tooltip.
  • Potential fix for AP option changing while the game is running - LeaderLib will try to sync this to the client and update tooltips if they show incorrect values, but this may need further testing.

Chaos Damage Fix
A game bug with Chaos type damage from ranged weapons (like wands) was fixed. The damage should now correctly be a random element, instead of always being "None" (Pure) damage.

Fort Joy Eternal Battle Fix
When loading into Fort Joy for the first time on a new save, a select group of enemies that fight eternally stay "force updated". This means that even though you were greater than 30m away (when their scripts would deactivate), instead they were continuing to fight, forever spamming the game with all the related events and hits. This wouldn't stop until you triggered their script that stops their fighting by walking into the right area, or did a save/load.

LeaderLib now makes sure this group stops fighting when out of range of the player, like Larian (most likely) intended (their scripts stops their combat when you leave the area, and starts it when you enter their area).

API Changes
  • Reworked prepared hit listener. Now a table is created, wrapped around the hit handle, that allows setting or getting hit attributes like accessing a table (i.e. hitData.Blocked = true). This works for the hit's damage as well (hitData.DamageList.Fire = 30).
  • Reworked "on hit" listener using the extender's Lua StatusHitEnter event. This should allow easier scripting since data on the hit can be checked in its properties, instead of needing a specific query function.
  • Added the inspect library, used in the new Lib table. This will let you trace things easier (like dumping tables), with some limited support for userdata (Lib.inspect(character.Stats)).
  • Added new status helpers and character helpers.
  • Added a new listener for when summons are created and destroyed, including summoned items (remote mines etc) - "OnSummonChanged".
  • A robust Custom Stats system is on the way, but it's still being worked on and currently requires extender version 55 (devel), so this is disabled in v54.

New metatable discoveries, and the un-sandboxing of rawget/rawset in v55 will mean even cooler API features in the near future.

Uppdatering: 30 maj, 2021 @ 12:52

1.7.14.8

Changes

  • Fixed a typo prevent combo boxes from redirecting properly in the options menu (may have prevented changing the window mode - Sorry!).
  • Tweaked printuuids command to allow getting the whole level when using a radius of -1 or lower

Uppdatering: 29 maj, 2021 @ 18:38

1.7.14.7

Changes

  • Made sure the layering workaround is actually activated.
  • Unused abilities activated by the AbilityAPI will now show their point buttons for Game Masters (both in Game Master mode and in story mode, if GM mode is activated in the character sheet by external means)..