Fixed a naming bug in the GetIsStunned_OnInterface function, it was returning MidDraw instead of IsStunned, must have forgotten to change it.

Added the stunned damage multiplier to the calculate damage function.

Cleaned up the code inside of the Calculate damage function it was a bit of a mess

Fixed a bug in the stun calculation

Added a call in editor debug event to our NPC to reset all the skills to 5, why the fuck haven’t i done this sooner. No more tracing down which skills are set in debugging mode.

Fixed a bug in the magic system where we were never resetting the spell loading value if the NPC ran out of magic.

Found a bug where the magic regeneration is happening even if a spell is charged which is a bit broken.

Added an interface event called IsSpellCharged_OnInterface to help us stop the magic regeneration if you or an NPC is actively casting a spell.

Magic no longer regenerates while casting a spell!

The math for calculating spell cost inside the T_DetermineMagicSpell was not using the correct formula.

Fixed a bug where spell cost was being paid twice for NPCs.

If NPCs run out of magic they now have a chance to switch to another weapon if they have one.

Added an interface event for GetHighestCombatSkill_OnInterface this returns what the highest skill is for the Character and whether or not its magic

Fixed a bug where we were still resetting the skills when reevaluating the weapons.

Created a new function in the AI Parent to get the highest combat skill excluding magic. The idea being we need to be able to force the NPC to a different combat method if they are out of magic.

Changed the Reevaluate weapon function to include an input for if we should exclude magic when reevaluating

Fixed a bug in the S_Strafe service causing it to not compile due to the Get is stunned event update.

Fixed a bug in execution flow of new determine highest combat skill functions.

Fixed a bug where the magic regeneration timer was always ticking even when at 100 percent magic.

Fixed a bug where NPCs would spam weapon switching

Fixed a bug where NPCs would sprint around the player while aiming with magic… hilarious to look at but not fun at all.

Added a in interface function to the BTGS Interface called GetMagicPercentage_OnInterface to help us make sure we arent trying to switch to magic combat when we don’t have enough magic to likely be able to cast spells.

Fixed a bug where we would attempt to switch to magic combat while already trying to switch combat causing a loop

Fixed a bug where we would switch to magic when we should have switched to ranged weapons instead.

NPCs can now reliably switch in and out of magic combat based on their amount of magic!

Added interface events for set and get invisibility, we already had events for setting the active state used for things like completing narrative events or updating behavior, but nothing to actually set the actual variable in the stats component… which also didnt exist until now.

NPCs now correctly respond to player using invisibility

Updated how we are clearing targets inside the BP AI Controller

NPCs now correctly respond to players losing invisibility

Fixed the bug where npcs couldnt detect players in bushes.

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