ToME: the Tales of Maj'Eyal

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PostPosted: Thu Nov 16, 2017 7:31 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
You might have missed it as it was in game chat from DG. You'll see an official announcement soon I think.


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PostPosted: Thu Nov 16, 2017 9:13 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 351
Leak info

Apparently.... they are fun. But you didn't heard it for me

Hide before the infoleaker's hunter arrive

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PostPosted: Thu Nov 16, 2017 11:39 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 243
Everyone get hype for eventually. Cultist sounds like a big deal from here! 8)


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PostPosted: Mon Feb 19, 2018 10:42 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
So I've taken quite a long break from ToME after completing Cultist but I think I'll start working on this again in the next couple of days. Some of the talent ideas are rather unusual though so this will be an interesting coding challenge.


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PostPosted: Mon Feb 19, 2018 12:12 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
It's been a while, but I recall there being a lot of fun ideas here. Like railguning shot with magnetic magic. Glad to hear you're getting back to it :)


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PostPosted: Mon Feb 19, 2018 1:25 pm 
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Low Yeek

Joined: Mon Sep 25, 2017 6:06 pm
Posts: 8
Hey Rakazai, i was wondering what will be your next creation on tome.

I heard you are thinking on a spider dlc, this hypes me so much, more than the cultist one. I also made a bunch of ideas for an eventual arachnomancer class! I would like to talk with you when you can about it! Even in the roguelike discord!

Thank you for your work, TReaver.

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PostPosted: Mon Feb 19, 2018 3:42 pm 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 173
Glorious! \[T]/

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PostPosted: Tue Feb 20, 2018 2:34 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
Have a look at your PMs TReaver.

Currently I'm trying to get a rather complex talent working. The first part of it is fine, although the additional targeting type you get at TL4 is an interesting challenge. Tossing walls at people is still fun without that though.

Earthwave | 5 Cooldown
Raise a wall of stone in an empty adjacent tile and send it rushing forwards. On impacting an enemy this will deal 210 physical damage and push them forward up to the maximum range. If they reach another actor or impassable terrain they will take 50% increased damage and be dazed for 2-3 turns.
The wall will crumble 2-3 turns after being moved.
At talent level 4, you can instead target any existing wall tile in range and move it with the same effects.


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PostPosted: Tue Feb 20, 2018 5:51 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
Razakai wrote:
Currently I'm trying to get a rather complex talent working. The first part of it is fine, although the additional targeting type you get at TL4 is an interesting challenge. Tossing walls at people is still fun without that though.[...] At talent level 4, you can instead target any existing wall tile in range and move it with the same effects.


I think it's little divergent from his intention, but I would make it a two part target.

[disclaimer, I have no idea if this works]

First, target a wall. If this part of the targeting is successful, create a new, stationary, party member at the wall tile, give it the wall tile's image and transfer control to the party member, then get a new target from this entity. Proceed with the original Earthwave code (I assume it's either a projectile or a more general entity with a fixed act function? If the latter, maybe remove the targeting entity from the party and update it to behave as the Earthwave wall, for entity efficiency's sake?). Oh, and transfer control back to the main player entity, obviously.

This would be a lot easier if I could figure out the way the engine's targeting function actually works, so you could just draw the target reticule from a new origin location without using setPlayer; but I only started learning Lua and looking at T-Engine and ToME code in November.


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PostPosted: Wed Feb 21, 2018 10:49 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
Earthwave is currently using a few tricks to work. Effectively it just fires an invisible, instantaneous speed physical bolt that knocks back the target. After they get knocked back, it then creates a wall tile adjacent to them, between you and them. So to the player it looks as if the wall itself has rushed them, but in reality the wall never moved.

Your suggestion is likely the correct one - creating an entity allows use of the Cursed Bolt targeting system which is the only way I can think of to get it working easily at the moment.


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PostPosted: Sat Feb 24, 2018 8:37 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
For a status update - here's what the current categories list looks like, taken directly from the addon. The ones with -- being the commented out ones I've not implemented yet. Stonecaller is the current WIP one, which is definitely the hardest as it contains the majority of the terrain manipulation and summoning.

Code:
   talents_types = {
      ["spell/avalanche"]={true, 0.3},
      ["spell/stonesmith"]={true, 0.3},
      ["spell/tectonics"]={true, 0.3},
      ["spell/desert"]={true, 0.3},
      ["spell/stonecaller"]={true, 0.3},      
--      ["spell/stoneblade"]={false, 0.3},
--      ["spell/rock"]={false, 0.3},
      ["spell/volcanism"]={false, 0.3},
--      ["spell/metal"]={false, 0.3},
--      ["spell/geomancer"]={true, 0.3},
      ["spell/earthen-armory"]={true, 0.3},
      ["spell/sand"]={true, 0.3},      
--      ["spell/crystal"]={false, 0.3},
      ["cunning/survival"]={false, 0},      
   },


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PostPosted: Wed Sep 19, 2018 7:09 pm 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 173
So, uh.... Does this still exist?

Sorry, I found this thread while searching through my post history for something, and the hype train hit me all over again.

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PostPosted: Thu Sep 20, 2018 8:21 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 832
'Geomancer' does exist in a complete form, and you will see it in the future at some point.


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PostPosted: Fri Sep 21, 2018 2:29 pm 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 173
Excellent!

That sounds almost like it's been included in an upcoming official DLC or something..... :D

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