Commit Graph

32 Commits

Author SHA1 Message Date
Andrei Kortunov 67eace1028 Use struct instead of tuple 2020-08-29 11:24:08 +04:00
Andrei Kortunov 924f634bda Support for multiple summons with same ID in the single spell 2020-08-28 21:14:54 +04:00
Andrei Kortunov 5468fcb29f Store attributes and skills values as floats (bug #4021) 2020-06-03 17:34:15 +04:00
Andrei Kortunov 3dce225f28 Implement vanilla-style corprus handling (bug #3714, bug #4623) 2020-06-03 12:58:17 +04:00
Andrei Kortunov e6ca95174a Optimize characters data in savegame 2020-05-14 21:07:31 +04:00
Andrei Kortunov e20d156904 Do not write empty trade time 2020-03-18 13:31:26 +04:00
scrawl bbcba57495 Disable hitAttemptActorId saving code for now 2017-02-10 06:26:32 +01:00
Allofich 5d2090684a Store mHitAttemptActorId in save files 2017-02-07 01:26:26 +09:00
scrawl 197e81206a Assume mDeathAnimationFinished is true for older save files 2016-06-12 19:46:00 +02:00
scrawl a825882c6b Process death events at the end of the death animation (Fixes #1873) 2016-06-12 00:04:50 +02:00
scrawl 3749821809 Choose a random death animation for actors that start the game as dead (Fixes #3397) 2016-05-19 21:40:05 +02:00
scrawl 2821f46a18 Corpse clearing fix 2016-03-01 11:31:08 +01:00
scrawl c3ef387208 Vanilla-compatible creature/NPC respawning (Fixes #2369, Fixes #2467) 2016-02-27 12:53:07 +01:00
Alexander "Ace" Olofsson 3655ef16af Explicitly instantiate ESM::StatState 2015-07-07 19:19:37 +02:00
scrawl a1432b0255 Move attackingOrSpell flag to the CharacterController 2015-07-02 19:14:28 +02:00
scrawl 882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl b9acf437fd Remove friendly hits from the save file
The vanilla engine does not store friendly hits in the save file. Since there's no other mechanism that ever resets the friendly hits (at least not to my knowledge) this should be regarded a feature rather than a bug.
2015-01-31 22:40:39 +01:00
scrawl db64ff6645 Fix actorId initialization 2015-01-21 01:34:00 +01:00
scrawl 08ad4d73bb ESSImport: player is placed in correct cell, npc cellrefs work 2015-01-18 20:01:50 +01:00
scrawl f267497c03 Allow separate summoned creature instances for each spell ID (Fixes #2194) 2015-01-06 16:11:05 +01:00
scrawl 886903d70e Implement HitAttemptOnMe function (Bug #2078) 2014-12-11 22:25:41 +01:00
scrawl 360c7f863c Store magic effect Base values in savegame (Fixes #1489) 2014-08-17 05:38:48 +02:00
scrawl 4773d754c6 Remove redundant isHostile flag (Fixes #1652) 2014-07-28 16:41:12 +02:00
scrawl 876af8f529 Fix not saved Attacked flag (Fixes #1657) 2014-07-17 16:16:13 +02:00
scrawl 2477456f99 Implement Murder crimes and OnMurder instruction (Fixes #1315) 2014-06-17 04:05:27 +02:00
scrawl ee2b81763e Savegame: Store AiSettings and summoned creatures
CreatureStats state is now completely stored (Closes #1174)

Also play VFX_Summon_Start and VFX_Summon_End visual effects.
2014-06-15 21:19:37 +02:00
scrawl a54ac579a5 Savegame: Store AiSequence 2014-06-13 02:26:52 +02:00
scrawl 0966755a0c Store death animation index in CreatureStats 2014-05-26 20:52:32 +02:00
scrawl 9052cc4a57 Savegame: store ActiveSpells 2014-05-14 23:54:15 +02:00
scrawl 61187c2fef Savegame: store actorIds 2014-05-14 09:47:49 +02:00
scrawl 6cc691115b Savegame: store most of CreatureStats 2014-05-12 21:37:36 +02:00
Marc Zinnschlag 9788bbcab9 partially store creature state in saved game files (only attributes and dynamics for now) 2014-02-16 15:56:36 +01:00