![]() Affected nodes: - BTConditionCallable - BTActionCallable - BTActionBlackboardSet- #7 : Add a condition node that can call an existing function and take this function result as condition result- #6 : Add an action node that make a call to an existing function**1.0.3***Bug fixes:*- #5 BTRoot : when setting actor_path from script, it's not possible to set a path outside the current scene- #4 BTRoot : set actor_path from script instead of Inpesctor cause underlying _actor to be always null**1.0.2***Bug fixes:*- #3 Custom performance monitor in BTRoot produces erros when node is removed from tree**1.0.1***Bug fixes*:- #1 : BTRoot doesn't work : StringName behavior change in Godot 4 beta**1.0.0**- Initial release ![]() It makes reference to the delta value, as `float`, that is passed to `_process` and `_physics_process` methods. Not as main mode, but opening the dungeon from time to time adding changes and ruleset on the board would be great IMO.( Join Discord ! )This plugin is an implementation of well-known Behavior Trees, allowing game developers to create AI-Like behaviors for their NPCs.In addition to provide all behavior tree base nodes, this plugin also brings additional helper nodes that avoid to create custom ones.BE CAREFULL : Due to breaking change in GDScript annotations,- Versions 1.X.X are compatible with Godot 4 beta 12 and inferior- Versions 2.X.X are compatible with Godot 4 beta 13 and superiorYou can manually download old releases on Github at *Changelog*=**3.1.0****Enhancements:**- #27 : Add a way to disable BT nodes- #28 : Improve Behavior Trees core performance up to 2 times- #29 : update gitattributes to exclude unneeded files when addon is exported**Bug fixes:**- #26 : fix orphan nodes generated by behavior trees**3.0.0****BREAKING CHANGES:**- #11 : 3D game compatibilityIf you have created your own behavior tree node, like extending `BTAction` or `BTCondition`, `tick` methods should now be`func tick(actor:Node, blackboard:BTBlackboard) -> int`**Enhancements:**- #22 : Add node description in the editor- #23 Provide BTNode script template**Bug fixes:**- #21 : Godot 4 Beta 17 breaks typed arrays **2.0.1****Enhancements**- Add examples in Github Repository- Add Discord server to request support, share things**Bug fixes**- #12 BTSequence save_progression is not working- #15 BTRoot : when added to a Scene tree, enabled is always false- #16 BTConditionBlackboardValuesComparison : exported enum operator is broken using Godot 4 beta 16- #19 BTRoot : setting blackboard from script does not use the given blackboard instance**2.0.0****BREAKING CHANGES:**- #10 : Godot 4 beta 13 broke annotation placement in GDScript**1.1.2****Bug fixes:**- #9 : BTBlackboard : can get a reference to an invalid node when getting data**1.1.1****Bug fixes:**- #8 : BTActionCallable : expression result not working when returning an int**1.1.0***Enhancements:*- In nodes that can use Godot expressions, the variable `delta` can now be used. This is relatively simple to add to the code, it's simply but very effective to make the game very very interesting and not sticking to metadecks only. the opponent on the right by reaching the left side, if destroying the opponent item, will trigger a malus on the enemy minions or general, regardless of where they are. Opponent on the left, if reaching the right part, and destroy/activate the item (only the general can), the friendly minions around it will gain +x/+y or any other bonus, or the enemy minion will loose -x/-y or any other malus. there are 3 destructible items (faction-based) on each board part. What could be interesting, is adding to the map in some kinda of "dungeons" mode, some rpg elements like on certain tiles lava or ice (can be crossed, but -1hp/-1movement for example), destructible obstacles to make the board more interesting/strategical, and adding some factions elements: between two opponents, the dungeons belonging to one of them is chosen. ![]() Not that I'm against but it's hardly something that could be seen in the next future. 2v2 will need a lot of balancing and development.
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