Divinity: Original Sin 2

Divinity: Original Sin 2

LeaderLib - Definitive Edition
Hiển thị 131-140 trong 357 mục
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Cập nhật: 1 Thg02, 2021 @ 1:46pm

1.7.11.0

Misc Changes
  • Possible fix for some saves where the global settings Button table wasn't initialized (not really sure why this would happen).

API Changes
  • Added a helper for applying tiered statuses from a table (200% easier than Osiris/behavior scripting):
    ---Applies statuses in order of the table supplied. Use this for tiered statuses (i.e. MYMOD_POWERLEVEL1, MYMOD_POWERLEVEL2). ---@param obj string ---@param statusTable string[] An array of tiered statuses (must be ipairs-friendly via regular integer indexes). ---@param duration number The status duration. Defaults to -1.0 for a regular permanent status. ---@param force boolean|nil Whether to force the status to apply. ---@param source string|nil The source of the status. Defaults to the target object. ---@return integer,integer Returns the next tier / last tier. GameHelpers.Status.ApplyTieredStatus(obj, statusTable, duration, force, source)
    Example usage:
    ---Tiered statuses that apply when enemies with the LLWEAPONEX_SOULHARVEST_REAP status die. ---@type string[] local statusTiers = { "LLWEAPONEX_SOULHARVEST_DAMAGE_BONUS1", "LLWEAPONEX_SOULHARVEST_DAMAGE_BONUS2", "LLWEAPONEX_SOULHARVEST_DAMAGE_BONUS3", "LLWEAPONEX_SOULHARVEST_DAMAGE_BONUS4", "LLWEAPONEX_SOULHARVEST_DAMAGE_BONUS5", } local function ApplyTieredStatus(char) local tier,lastTier = GameHelpers.Status.ApplyTieredStatus(char, statusTiers, -1.0) if tier ~= lastTier then PlayEffect(char, "LLWEAPONEX_FX_SomeImpact_01", "Dummy_OverheadFX") end end
  • Implemented a bunch of new status listeners. These listeners only run when the game is done loading (preventing status event loop issues that can get the game stuck in the loading screen), and automatically ignore engine statuses like LEADERSHIP unless specifically registered.
    RegisterStatusListener = Mods.LeaderLib.RegisterStatusListener ---@type StatusEventValues StatusEvent = LeaderLib.Vars.StatusEvent RegisterStatusListener(StatusEvent.Attempt, "LLWEAPONEX_SOULHARVEST_REAP", function(target, status, source, handle) DeathManager.ListenForDeath("SoulHarvestReaping", target, source, 1000) end)
    Events:
    StatusEvent.BeforeAttempt StatusEvent.Attempt StatusEvent.Applied StatusEvent.Removed

Cập nhật: 24 Thg01, 2021 @ 8:18pm

1.7.10.0

API Changes
  • Added some new listeners for mods to subscribe to, including:
    • OnTalentArrayUpdating
    • ModSettingsSynced
    • ModMenuSectionCreated
    • ComputeCharacterHit
    • DoHit
    • ApplyDamageCharacterBonuses
    The hit-related listeners in particular allow mods to add compatibility with LeaderLib's optional backstab and resistance penetration features.
  • Fixed some hits not getting their appropriate type flags if backstabbing or respen was enabled (DontCreateBloodSurface, Surface, DoT).
  • The Mod Settings menu supports buttons now, as well as some experimental support for dropdowns (they need further testing).

Cập nhật: 15 Thg12, 2020 @ 2:22pm

1.7.9.2

Changes
  • Fix for LeaderLog_QRY_Log not running if the extender is present (may have affected some of my older mods relying on that).
  • Fix for the "helmet toggled" event error in GM Mode, if the GM is in control of an NPC.

Cập nhật: 3 Thg12, 2020 @ 1:06pm

Changes
  • Quick tweak to reset the player's AP value on the client side if an AP option is disabled (set to -1).

Cập nhật: 3 Thg12, 2020 @ 12:50pm

1.7.9.1

Changes
  • Fix for "IsHost" not being set on the client-side if you were controlling a non-avatar character in singleplayer (this then locked out the Mod Settings options).
  • Added some new grid helpers for Lua scripting:
    • GameHelpers.ForceMoveObject
    • GameHelpers.ForceMoveObjectToPosition
    • GameHelpers.ForceMoveObject
    • GameHelpers.Grid.GetValidPositionInRadius
    • GameHelpers.Grid.GetValidPositionAlongLine
    • GameHelpers.Grid.IsValidPosition
    The purpose of these is to have a safer "Force" action that finds valid positions on the grid, as well as just providing a better grid position validation using the script extender.

Cập nhật: 29 Thg11, 2020 @ 3:09pm

1.7.9.0

Changes
  • Implemented workarounds/fixes for various Mod Settings / Gameplay settings menu bugs, caused by some wonky engine code.
  • Fixed checkbox values not updating on subsequent menus after hitting Accept for the mod settings menu (they were saved to the file correctly).
  • Fixed "Lower Memorization Requirements" not quite working initially in Character Creation.
  • The "Apply" button now saves Mod Settings or LeaderLib Game Settings.

Cập nhật: 27 Thg11, 2020 @ 2:25pm

  • Added "Lower Skill Memorization Requirements" to the LeaderLib Game Settings UI.
  • TranslatedString:CreateFromKey now defaultly uses the key value if no text is found.

Cập nhật: 27 Thg11, 2020 @ 1:41pm

1.7.8.0

Game Settings
LeaderLib's Game Settings are now customizable from the Gameplay options menu tab in-game (not in the main menu). The settings will be in their own section at the bottom.

[i.imgur.com]

Ability API
Mods can now enable unused abilities through LeaderLib, which will allow them to show up in the character sheet and character creation (controller support is untested).

[i.imgur.com]

For this to work, a mod must register abilities to enable in Lua in a script loaded on the server and client, like so:
--[[Unused abilities: Shield Reflexes PhysicalArmorMastery Sourcery Sulfurology Repair Crafting Charm Intimidate Reason Wand MagicArmorMastery VitalityMastery Runecrafting Brewmaster ]] Ext.RegisterListener("SessionLoaded", function() -- The UUID of this mod local modUUID = "46b2b80d-3e84-470c-828c-388e77a56dde" if Mods.LeaderLib ~= nil then Mods.LeaderLib.AbilityManager.EnableAbility("Brewmaster", modUUID) Mods.LeaderLib.AbilityManager.EnableAbility("Runecrafting", modUUID) Mods.LeaderLib.AbilityManager.EnableAbility("Sourcery", modUUID) end end)

These abilities will work like regular ones (and may have bonuses that work already), but mods will need to overwrite their tooltips and possibly rename things in english.xml to get them fully working/presentable. They'll have to add icons for the correct abilities names as well, such as a 128x128 icon with the name Ability_Runecrafting.

Misc Changes
  • Added support for tooltip formatting of skill descriptions in item tooltips.
  • Tweaked "On Hit" text for statuses that items can apply (these get condensed into one line to reduce tooltip size).
  • Mods can now specify title colors for the Mod Settings menu, helping to make the various sections a bit more distinct.
  • Fixed various Ability API issues, such as plus/minus buttons not being visible in certain situations.
  • Added character creation support for the Ability API.
  • (Experimental) Added support for syncing AP changes made from LeaderLib's Game Settings. This should hopefully update everything on the client (like getting it to show the correct starting/recovery/max AP) without a game restart, save/load, or gift bag toggle, but more testing is needed.

Cập nhật: 30 Thg10, 2020 @ 1:10pm

1.7.7.0

Changes
  • Fix for a wrong param order when setting client character data.
  • Added a new visual element system for setting visuals on specifically registered characters when armor is equipped. This allows custom origin characters to have unique visuals for armor for instance.

Cập nhật: 20 Thg10, 2020 @ 1:35pm