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PostPosted: Sat Jul 06, 2013 5:24 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Is this an I500 bug, or something else?

Code:
[QUEST] try update status on   Will Smith   escort-duty-infinite-dungeon-4   100   nil
[LOG]   #LIGHT_GREEN#Quest 'Escort: injured seer (level 4 of Infinite Dungeon)' is done! #WHITE#(Press 'j' to see the quest log)
[PROFILE] filtering save of    escorts    to profile    online
[PROFILE] mounted    online   on /current-profile
[PROFILE] unmounted    online   from /current-profile
[CHAT] loaded   welcome   table: 0x1e52ea30
[CHAT] loaded   done   table: 0x1d87b7b0
Using cached font   /data/font/DroidSansMono.ttf   14
Using cached font   /data/font/DroidSansMono.ttf   14
==UNREG part    Emelethra, the injured seer   party17224
[LOG]   
[USERCHAT] channel achievement   nodisc   tome   Treasure Hoarder   false   false
[CHAT] selected   [Learn talent Arcane Eye (+1 level(s))]   function: 0x1e52ef68   done
Using cached font   /data/font/DroidSansMono.ttf   14
Using cached font   /data/font/DroidSansMono.ttf   14
[CHAT] selected   Thank you.   nil   nil
[LOG]   You pickup 0.70 gold pieces.
[LOG]   
FROM    /mod/addons/Infinite500/superload/mod/dialogs/LevelupDialog.lua   loading previous!
Using cached font   /data/font/DroidSansMono.ttf   12
Using cached font   /data/font/DroidSans.ttf   14
Using cached font   /data/font/DroidSans.ttf   14
Using cached font   /data/font/DroidSans.ttf   12
Lua Error: ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:113: attempt to perform arithmetic on field 'last_display_x' (a nil value)
   At [C]:-1 __add
   At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:113 on_select
   At /engine/ui/Button.lua:61 fct
   At /engine/Mouse.lua:72 receiveMouseMotion
   At /engine/Mouse.lua:91 delegate
   At /engine/ui/Dialog.lua:525 mouseEvent
   At /engine/ui/Dialog.lua:304 fct
   At /engine/Mouse.lua:72
[USERCHAT] channel achievement   pookie   tome   The Arena   false   false
Server latency   125


Says I haven't run across it before, but doesn't appear to reoccur (happens when I opened dialog box to check stat/class/generic points) other then the once. Occured just after an escort. Error posted in entirety.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Sat Jul 06, 2013 7:52 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
This doesn't appear to an I500 issue, but a tooltip problem with something on the levelup screen (probably an inscription). Do you remember what your mouse was pointed at when the error popped up?

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PostPosted: Sun Jul 07, 2013 3:21 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Was before I even moved my mouse, so wherever the cursor was normally resting when not in use (usually, in the lower right portion of my screen, above the hotbar, but not at the edge.) The inscriptions button would be at about the right spot. I'll see if I can replicate that or something.

In the meantime, sorry for the bother. I'll flag it for a report elsewhere then.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Wed Jul 10, 2013 5:25 am 
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Higher

Joined: Sat Oct 20, 2012 7:47 pm
Posts: 77
Found a bug using Arcanum Class Pack with ID500 I'll post just in case its an easy fix for you since these are some pretty cool classes.
Image

happens with the shield guardian talent from enchanter which allows you to mindhand a shield, right clicking anywhere while its equipped and also sometimes when scrolling through the inventory.


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PostPosted: Wed Jul 10, 2013 7:19 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
Actually its psionically weild a shield.
I'd better check if this error occurs with vanilla getGemLevel.

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PostPosted: Wed Jul 10, 2013 4:51 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
I500 uses a normal getGemLevel function. The problem is that shields don't have a normal combat field. The workaround to fix this problem is just to set o.combat = o.combat or {} when it's equipped (assuming you don't want any bonuses for material level).

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PostPosted: Tue Jul 30, 2013 4:27 am 
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Cornac

Joined: Tue Jul 23, 2013 10:12 am
Posts: 40
Hmm talents have been rebalanced ? Just starting a rogue and obvious ones are that Dual weapon training 1 has more than a triple of the original increase(+19% from +6%), Dirty fighting has decreased stun duration(8 at level 4 and doesnt increase at 5, originally it increases up to 10 on 5), perhaps others. Is this the result of 'rescaling' ? Should I expect dual wielding enemies hitting much harder as well then ?


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PostPosted: Tue Jul 30, 2013 9:18 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
You should not expect dual wielding enemies to hit harder. Offhand damage is limited to < 100% of normal damage (previously the formula could produce much higher offhand than mainhand damage at certain talent levels). A side effect of this is that the damage starts off a bit higher and then slows down more, so you get a little boost at low level.

The changes for Dirty Fighting, like other talents, are designed to match the old values at effective talent level 5 (5 points with mastery 1.0). This is something Darkgod and I agreed on before putting in new scaling formulas into the game. As a result, the benefits for going from talent level 5.0 to 6.5 (5 point with mastery 1.3) have been slightly reduced. It just so happens that dirty fighting was getting a bonus turn of duration from rounding that isn't present any more, but it scales up like other similar stun effects.

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PostPosted: Fri Aug 16, 2013 1:49 pm 
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Cornac

Joined: Tue Jul 23, 2013 10:12 am
Posts: 40
I see, thanks for clearing that up.

After playing a necro I'm wondering if it's an intended change in mechanics to tie bonus necrotic minion level to talent level. Previously it was stuck at +2, now you can get +5 at 7.5. Just saw an level 46 npc with Necrotic Aura(32) which summoned skeletal minions of level 60.


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PostPosted: Fri Aug 16, 2013 5:36 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Yes, talent level is intended to determine minion level.

A level 46 NPC shouldn't be able to get to talent level 32 with Necrotic Aura, though, so that looks like a bug. Anything else you can tell me about this NPC?

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PostPosted: Fri Aug 16, 2013 5:44 pm 
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Cornac

Joined: Tue Jul 23, 2013 10:12 am
Posts: 40
It was adventurer ambush on insane. Strangely enough in the description it said that aura only had range of 2.


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PostPosted: Fri Aug 16, 2013 5:54 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Praxis wrote:
It was adventurer ambush on insane. Strangely enough in the description it said that aura only had range of 2.


This explains it.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Fri Aug 16, 2013 7:03 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Praxis wrote:
It was adventurer ambush on insane. Strangely enough in the description it said that aura only had range of 2.

Just to be clear, I'm assuming the NPC had talent level 32 in the Create Minions talent also, which is intended to increase minion level. Levels in the Aura Mastery talent should increase necrotic aura range and reduce the decay rate, but not otherwise buff minions.

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PostPosted: Fri Aug 16, 2013 8:05 pm 
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Cornac

Joined: Tue Jul 23, 2013 10:12 am
Posts: 40
Indeed, there were so many talents I missed skeletons, it was only level 14 which gave +14 levels. Aura was(32). I was just surprised to see level 60 minions.


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PostPosted: Mon Aug 26, 2013 6:27 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Pursuant to a conversation in chat the other day, I'll ask. Would it be unbalancing to have alchemist quests (or the potions thereof) in the ID? Without a town, I don't see a way to rig the actual quest, though maybe you do; but failing that, you could always have the potions themselves drop with a fixed rarity.

Is there a reason nothing like this has been done yet?

Edit: An alchemy kit to be interacted with, that spawns in a vault, might work...

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


Top
 Profile  
 
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