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* See what happens when GTWF adds an extra attack to quarterstaff * Mistaken about what ItemWornAt reports for quarterstaves * Experiment: treat quarterstaff as two weapon in FullAttackCostCalculate * Factor out fighting style check * Attempt to fix errors * More error fixes * FightingStyle operators * FightingStyle & operator and mask * Various fixes. * Avoid FightingStyle conditional * Factor out light offhand check Also handles double weapons properly * Bad variable reference * Didn't qualify OffhandIsLight * Factor out double weapon test, export to python * Tweak buckler fighting style logic * Add 2-weapon and shield bash query infrastructure * Error fixes * Too many semis * Shield bash critical multiplier * bonList not bonusList * bonlist not bonList * Incorrect access operator * Query 'Shield Bash' for wield type * Default arguments * Mask dice out of shield bash query * Try a different shield bash mask * Have to use new logic for GetWieldType light shields * Shield bash should be armed * Improved/greater TWF for bash/double Logic is simplified due to being factored out. The relevant function just adds 1 if the feat exist and the character is two weapon fighting, so I replaced the ITWF with the GTWF function. * Use switch in GTWF query * GTWF bugs Capitalization on FightingStyle Accidentally deleted an important line previously * More GetAttackWeapon logic for correct AoOs * Proper d20Query call * Fix up two weapon toggle radials * Fix and query twf toggle * Try out some alternate animations based on TWF * Fix some d20Query calls * Fix alternate animation code * Add logic for left handed single weapon fighting Also add some constant query codes that were missing * Fix errors * Use toggle to choose attack anim * d20Query args * Fix backwards OffhandIsLight logic * Animation swapping was too localized * Audit GetWieldType and remove call to original function * Shield bash work Help text Make shield bashing remove AC contribution from the shield Mesline addition for the above * Fix errors in shield AC logic * Pointer mistake * getDisplayName capitalization * Missing return value * More shield bashing logic Make 'Shield Bash' a 3-argument condition since it's an item condition. Use arg2 to find the relevant shield. Assorted shield bash AC penalty logic tweaking Reset bash AC penalty on begin round * Shield bash proficiency and help updates * Proficiency packet weapon fix * Twiddle bash proficiency logic Seems to always being applied for reasons I don't understand. * Martial feat check needs to be by class * Power attack damage logic Some of wielding logic was copied directly in, and it wasn't correct with respect to double weapons and such, so I've changed it to delegate to factored out functions. * dispIo capitalization * Tweak power attack logic, was missing some light weapons * Two weapon toggle fill out Move some functions out of the common class. Implement stickiness of toggles. * Try hiding two weapon toggles on attack * Attempt to fix shield AC bonus and query * Error fixes * Capitalization * Extend AC stacking fix to armor, rework a bit * ArmorAcBonus declaration * Add Two Weapon Toggles to initial conditions * Try defaulting TWF toggles based on equipment events * Tracing mistake * Use info instead of trace for TWF logging * Remove TWF tracing; auto-set for double weapon equip * Strict rules logic for Dwarven Waraxe wield * Replace original GetWieldType for fixed logic * Add strict logic for weapon proficiencies * Bad variable reference * Weapon animation tweaks; gnome hammer * Fix 2-handed strength bonus logic * Bad variable reference * Try to avoid duplicate Two Weapon Toggles * Add python combat logic for TWF toggles I'd been testing this in an override until now * See what polearm anim looks like on staves * Give bucklers the AC calculation treatment * Try adding to co8infra help_extensions * Update kotb help_extensions * See what happens if we enable weapon fields for armor I expect nothing good. * Roll back * Un-nest ParseType logic + trailing whitespace * Expand Shield Bash condition and try to parse from weapon info * Address errors * Explicit damage type casts * Different DamageTypeFromString wrapper strategy * Try to inspect new shield parsing, maybe fix a problem * Use info logger * A bit more logging * Try hooking into the generic number parser * GenericNumber fixes * Tweak armor weapon hooks, add crit multiplier * Undeclared variable * Determine shield wield type via size Means some sizes need to be fixed up, since many shields seem to be erroneously size large. * Add weapon stats for shields in co8 protos_override.tab * Damage type in armor dice query Change shield bash query back to just return 1, because apparently we don't need to have a separate damage type query. * DamageType cast * Avoid putting shield bash on all armor * Bad variable reference * Fix some bugs Armor flags are not set yet when weapon information is parsed. Need to use a different mechanism when other armor-based weapons are added, if ever. DamageTypeFromString wasn't parsing the strings I thought. Make a separate function for D20DT strings. * Fix some errors * Variable naming bug * Remove logging, guard armor weapons behind weapon type shield * Switch animation for cutlass (slashing shortsword) * Error fixes * Missed an error * Might need an explicit cast * 1 handed cutlass override * Roll back staff polearm animation * Remove some debugging in python
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