DarkPhoenix
fe809ed86b
Always use base item attributes in mutator
2021-10-27 11:37:14 +03:00
DarkPhoenix
ea7a5b3c70
Implement drone mutation support with some exceptions
2021-10-25 23:34:08 +03:00
DarkPhoenix
7af28b497c
Fix several bugs related to siege mod rep cycle time mutations
2020-09-16 16:16:44 +03:00
DarkPhoenix
4efa9a6961
Always return some value in mutators
2020-09-10 04:25:37 +03:00
DarkPhoenix
8eed6fbe21
Ignore mutations with 0 base value
2020-04-23 19:47:57 +03:00
DarkPhoenix
9ddfcc894f
Make sure not to catch keyboard interrupts and system exits
2020-02-03 16:12:41 +03:00
blitzmann
b57bede510
tox fixes
2018-07-15 02:51:53 -04:00
blitzmann
8f5060cc3e
Fix some issues capping at a certain range ( #1651 )
2018-06-17 12:10:33 -04:00
blitzmann
b7458396ac
Fix some rounding issues ( #1651 )
2018-06-17 01:48:51 -04:00
blitzmann
3ebfe045c5
Catch a rare error with mutators that are kinda orphaned (not via module, but the mod doesn't have base or mutaplasmid)
2018-06-12 21:15:31 -04:00
blitzmann
75230a78a6
Do not explicitly add the mutator to the module. Setting the Mutator.module property is sufficient, and prevents from a duplicate one from being added with a None key.
2018-06-12 20:57:06 -04:00
blitzmann
994521f654
Move some functionality tot he mutator object, and clean some stuff up
2018-06-11 23:09:21 -04:00
blitzmann
f8b5adb31d
Determine validity via mod, not value (prevents weirdness with negatives)
2018-06-10 01:30:05 -04:00
blitzmann
e8b56b076b
Instantiate mutators when a mutated module is created / loaded from DB. Some bug fixes for a few things.
2018-06-10 01:10:53 -04:00
blitzmann
fabf759aa7
Start implementing support for mutaplasmids.
...
* There's a new table `mutators` that has an FK back to a module, and links to an attribute ID with it's new value
* Fixes an issue in the item state where the "base" value showed the literal base value for the attribute, regardless of override / mutators
* If there is an override and a mutated attribute, mutated value takes effect
2018-05-24 01:26:49 -04:00