summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2019-04-29Dialyzer error, compiles, some issues w/ client.nsensfel
Dialyzer says: bnt_join_battle.erl:103: The created fun has no local return bnt_join_battle.erl:122: The call shr_inventory:ataxia_add_equipment(shr_equipment:unresolved(),shr_inventory:type()) does not have an opaque term of type shr_equipment:type() as 1st argument bnt_join_battle.erl:310: Function repair_join_battle/6 will never be called shr_inventory:ataxia_add_equipment(shr_equipment:unresolved(),shr_inventory:type()) is defined, though... Still some hiccups with what is sent to the client.
2019-04-29...Nathanael Sensfelder
2019-04-26Makes Dialyzer validate shared & battle.nsensfel
2019-04-25...Nathanael Sensfelder
2019-04-25...nsensfel
2019-04-25Merging btl_character_turn_{data,update}...nsensfel
2019-04-24...nsensfel
2019-04-23...nsensfel
2019-04-23...nsensfel
2019-04-23...Nathanael Sensfelder
2019-04-19[Broken] ...nsensfel
2019-04-19[Broken] Starting to add ataxia_set functions...nsensfel
2019-04-12...nsensfel
2019-02-15Markers/triggers, shr_tile -> shr_tile{,_instance}Nathanael Sensfelder
2019-02-15/{btl,map}_{map,location,direction}/shr_\2/nsensfel
2019-02-14Constant luck attacks, only real actions mod lucknsensfel
2019-02-11Sends luck updates along w/ attacks.nsensfel
2019-01-29Looks good.nsensfel
2019-01-29Changes the luck mechanism.nsensfel
It's fairer than the previous version, but there's no way to recover if all characters' actions are set to 0% chance due to their luck. Maybe use (ActorLuck - TargetLuck) instead?
2019-01-28...Nathanael Sensfelder
2019-01-28Adding the luck mechanic...nsensfel
2019-01-18Looks like there are still issues with DB updates.nsensfel
Switching weapons does not work. In the little test I did, only one of their character got activated once the second player's turn started.
2019-01-18...Nathanael Sensfelder
2019-01-17Matchmaking still has serious issues...Nathanael Sensfelder
2019-01-17...nsensfel
2019-01-16...Nathanael Sensfelder
2019-01-04Removes 'id' field from ataxia entry values.nsensfel
While sometimes usefull as a way to retrieve the object's ID, they were both redundant (you can't get the object without its ID anyway) and bothersome to maintain (insert + update, which would have required setting up a bounty for any insert).
2019-01-03...nsensfel
2019-01-02Bounties?Nathanael Sensfelder
Somehow, Dialyzer does not see the type issues with src/bounty/bnt_join_battle.erl, but there are btl_character and rst_character mix-ups.
2018-12-21Removes any use of arrays.Nathanael Sensfelder
2018-12-20...Nathanael Sensfelder
2018-12-14...nsensfel
2018-12-13[BROKEN] Still converting to Ataxia...Nathanael Sensfelder
2018-12-10Working on the creation of invasions.nsensfel
2018-11-15ID as strings.Nathanael Sensfelder
2018-10-05(Broken) make debug says it's alright.Nathanael Sensfelder
2018-10-03(Broken) still working on it...nsensfel
2018-10-02(Breaks compilation) Working on battle creation...nsensfel
2018-10-01Working on battle generation.nsensfel
2018-09-26Takes stats based damage modifier into account.nsensfel
2018-09-07Change turns to (move?.(attack+switch_wp)?)nsensfel
2018-08-29Still working on it...nsensfel
2018-08-29Updates btl_attack.erl, fixes small mistakes.nsensfel
2018-08-28Still propagating the changes...Nathanael Sensfelder
It'll require the attributes and statistics being recalculated every time a character is used, which isn't great. Can't exactly avoid it though: moving and changing weapon are both likely to alter them, and people rarely attack without doing one or the other.
2018-08-28Adds the structure for omnimods, merges *_tile.erlnsensfel
2018-08-28Starting to add omnimods to the server.nsensfel
2018-08-03Updates to the new tile format (again).Nathanael Sensfelder
2018-08-03Introduces tile families and depths.Nathanael Sensfelder
2018-08-02Getting the map editor up to date...Nathanael Sensfelder
2018-08-02Moves to the new tile format.Nathanael Sensfelder