ToME: the Tales of Maj'Eyal

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 Post subject: Re: Werebeast class
PostPosted: Fri Nov 23, 2012 1:46 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5966
Nah, I've had to overload playerFOV and postUseTalent.
But I told Darkgod that if i'm burning in hell for overloading, he is burning in hell for not having a hook on pre/postUseTalent. :lol:

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 Post subject: Re: Werebeast class
PostPosted: Fri Nov 23, 2012 3:42 am 
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Wyrmic

Joined: Wed Aug 22, 2012 12:16 am
Posts: 200
You don't have to overload for individual functions, either. Superload the old file and replace the problem function without calling the old version. I've had to do that several times for various reasons in my addons.


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 Post subject: Re: Werebeast class
PostPosted: Fri Nov 23, 2012 3:50 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5966
Did that this time. I need to redo the overload in my archmage addon to be a superload sometime.

Anyway after much testing and tweaking everything except the new Swoop appears to be working, so I'll poach some icons and put a new version here and in the addon library soon. :)

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 Post subject: Re: Werebeast class
PostPosted: Fri Nov 23, 2012 7:26 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5966
First post updated!
Addon updated!
Added to the addon library too.
AFAIK everything except Swoop works now. (if anyone can fix up Swoop I'd be grateful)
Lightly poached icons added.
Special starting zone added.

Thanks to everyone who gave feedback. Go play it (and give more feedback) :P

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 Post subject: Re: Werebeast class
PostPosted: Fri Nov 23, 2012 11:17 pm 
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Wyrmic

Joined: Wed Aug 22, 2012 12:16 am
Posts: 200
HousePet wrote:
AFAIK everything except Swoop works now. (if anyone can fix up Swoop I'd be grateful)

What, exactly, is Swoop supposed to do? The description is ambiguous. Does it attack a distant target while damaging those near the travel path like the Brawler's Spinning Backhand? Or does it damage enemies as it passes on its way to an empty space a la Temporal Wake? Or neither?


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 Post subject: Re: Werebeast class
PostPosted: Sat Nov 24, 2012 12:54 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5966
Temporal Wake style of thing.

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 Post subject: Re: Werebeast class
PostPosted: Sat Nov 24, 2012 1:25 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Just loaded this up for the first time and....why are there so many unlocked trees?? This class needs a few trees locked else cat point decisions become kind of trivial.

I would expect at least predator to be locked, and either fungus or scoundrel to have a generic locked as well.

They also have more points invested than other classes at birth, 4 class points already spent is massive, that definitely needs to get reduced.


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 Post subject: Re: Werebeast class
PostPosted: Sat Nov 24, 2012 1:38 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
And your new zone is broken as well.

Any time I try to leave the zone the screen flickers continuously and i have to kill the process.

Lua errors galore:

Code:
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 apply
   At /engine/interface/ActorFOV.lua:60
   At [C]:-1 calc_circle
   At /engine/interface/ActorFOV.lua:57 computeFOV
   At /mod/addons/werebeast/superload/mod/class/Player.lua:49 playerFOV
   At /mod/class/Game.lua:1077 updateFOV
   At /mod/class/Game.lua:1087 displayMap
   At /mod/class/uiset/Minimalist.lua:1764 display
   At /mod/class/Game.lua:1156
Lua Error: /mod/addons/werebeast/superload/mod/class/Player.lua:49: attempt to index global 'wild_fovdist' (a nil value)
   At [C]:-1 __index
   At /mod/addons/werebeast/superload/mod/class/Player.lua:4


etc, etc.


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 Post subject: Re: Werebeast class
PostPosted: Sat Nov 24, 2012 2:45 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5966
That isn't lua errors galore. That is just one lua error getting repeated cos it happen in the gui part.

I blame lua for not being able to use local variables when superloading and Darkgod for using them in the first place. :P

Edit: Added in missing table and remove one starting class point. File in library and first post update.

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 Post subject: Re: Werebeast class
PostPosted: Wed Dec 12, 2012 5:48 pm 
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Joined: Wed Dec 12, 2012 5:16 pm
Posts: 3
http://te4.org/characters/20137/tome/4e4721ae-f8f8-4abe-ab1f-2d13d1ad37ce

I find out that using the Tangling Vines to pin down everybody afar and waiting them die is a workable tactics at the beginning stages of the game, and it works great after the very 1st Loremaster you've met. Rampage as a fleeing tool worked great too.

Right now my dwarf werebeast is on the level 9 of Dreadfell and can't move on very well.


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 Post subject: Re: Werebeast class
PostPosted: Thu Dec 13, 2012 12:53 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
why are you in dreadfell at level 9? thats why you cant move on


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 Post subject: Re: Werebeast class
PostPosted: Thu Dec 13, 2012 12:54 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
nevermind, I read that wrong :lol:


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 Post subject: Re: Werebeast class
PostPosted: Mon Dec 17, 2012 9:11 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5966
I'll be updating this one shortly, so is there any bug reports/suggestions/other feedback?

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 Post subject: Re: Werebeast class
PostPosted: Mon Dec 17, 2012 10:22 am 
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Yeek

Joined: Wed Dec 05, 2012 11:55 am
Posts: 12
My feedback: I love the mod and I hope to see it soon. I wish we had better mod database where we can vote on our favorite mods and have modders maintain their mods throughout version updates. Thank you.


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 Post subject: Re: Werebeast class
PostPosted: Mon Dec 17, 2012 10:26 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10438
Location: Angolwen
Can you post that as a suggestion in the ideas forum please ? :)

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