Commit Graph

33 Commits

Author SHA1 Message Date
4f3c21a0cf Added the aura callbacks into the CharacterClass, and Entity, so they can be scripted via GDScript. Entity calls everything as needed.
Also added death events, and callbacks.
2019-08-04 19:13:00 +02:00
3906bea408 Created the bindings for EntityEquipSet, and fixed compile. 2019-07-23 13:55:11 +02:00
1e0daf2e73 Added a bund of skeleton-related new classes. They aren't finished yet. Renamed the spells folder to infos. 2019-07-23 02:21:06 +02:00
57370a733c Added overrideable ai methods to CharacterClass, and removed some unneeded methods. Also added an AIStates enum. 2019-07-06 21:24:02 +02:00
f95ac68a9b renamed character.h and cpp to character_class.h and cpp. 2019-07-06 19:18:07 +02:00
d5efaf0d27 Added MeshDataResource, so the mesh generation works in GLES2 too. Also added simple importers for it. 2019-07-05 21:28:51 +02:00
e2a7dadaaf Typo fix. 2019-07-01 01:41:13 +02:00
65e8fbc1bc Fixed a name in the bone attachment type enum. 2019-07-01 01:34:08 +02:00
e80b0364bc A bit of work on the skeleton. 2019-07-01 01:29:59 +02:00
fc01a2dee0 Fixed a few properties. 2019-06-26 02:27:29 +02:00
5d0d8b59d3 Fixed healing, and aura healing. 2019-06-25 01:15:08 +02:00
c9c9267dbb Fixed aura ticks. 2019-06-24 17:58:25 +02:00
ec6503c5e9 Added TargetRelationType back. 2019-06-24 13:12:33 +02:00
f1194ab218 -Added rage, and energy stat.
-Added class resource support.
-Fixed bugs related to auras.
2019-06-22 23:28:36 +02:00
29b3ccb3b3 Fixed targeting. 2019-06-22 01:57:43 +02:00
9592e75034 Fixed wrong GDCLASS type. 2019-06-17 03:08:06 +02:00
9aaa5d1d5a -Renamed CharacterSkeletonBoneId to CharacterSkeletonPoints.
-Added rank to spells.
-Removed The Icon class, and the SpellManager.
-More cleanup.
-Removed more collection dynamic allocations.
2019-05-30 00:26:02 +02:00
49f2213b12 The old Effect properties got cleaned up, and now their type is packedscene. 2019-05-29 20:03:41 +02:00
d4ebbdc69c -Fixed crash in Aura, _setup_aura_data will now set up the time too, and Added more ERR checks.
-is_debuff is now just debuff.
-I realized that Godot Vectors, and Maps are made in a way, so that they don't need to be dynamically allocated. So none of the vectors, and maps are pointers anymore in Entity.
-PlayerTalent is a Reference now.
2019-05-29 17:27:36 +02:00
575871678e -Added type to auras, and an is debuff flag.
-Moved getter and setter implementations from the Aura header to the cpp file.
-Now SpellEnums is properly registered.
2019-05-28 01:08:11 +02:00
a329281dae Cleaned up the categories of spells, and auras. 2019-05-13 18:52:43 +02:00
884e0eb012 Properly set up groups for spells. 2019-05-13 13:50:14 +02:00
b69663de86 -Added Aura and Spell visual effect is now VisualBoneAttachment.
-Added groups fo the spell.
2019-05-13 13:25:03 +02:00
565993fdb8 Better way to cast refs at load. 2019-05-07 15:05:55 +02:00
53227bb6fe -Started working on inventory-related classes, and added helper classes for cooldowns. 2019-05-06 18:07:07 +02:00
4c586d459f Added the heal pipeline. 2019-05-06 02:07:51 +02:00
b16795c59c Added item template, and craft data loading. 2019-05-05 20:27:53 +02:00
cfff89cf2a Added more getters to DataManager, and now datamanager uses the FAIL COND macros. 2019-05-04 20:19:54 +02:00
d06a6615a0 Added fail cond checks, to the new spell system functions inside Aura, Spell, and Entity, to prevent crashes. 2019-05-04 03:05:36 +02:00
e2bf5a5286 -Cleaned up Entity, Aura, and Spell.
-Bound most of the spell system related functions, so they are callable from gdscript.
2019-05-03 23:19:10 +02:00
decb7c3c7d Improved the virtual method binds, by a lot. 2019-05-02 02:18:44 +02:00
5e476306a2 -Fixed the type of the parameter of _start_casting, and _casting_finished VMethods.
-Added a binding for _start_casting.
-Small changes.
2019-04-28 11:58:40 +02:00
032e6622f6 First Commit. 2019-04-20 14:02:55 +02:00