ToME: the Tales of Maj'Eyal

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Wed May 04, 2016 10:40 am 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
the spell is set to only activate when a living being (or a crystal apparently) is targetted.
howeved, that living being doesn't have to be within range.
if the creature targeted is outside range, the spell will still fire, at its maximum distance.
so if you target a creature that is 10 tiles away, there will be explosion 8 tiles away.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Wed May 04, 2016 5:27 pm 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 132
Radon26 wrote:
the spell is set to only activate when a living being (or a crystal apparently) is targetted.
howeved, that living being doesn't have to be within range.
if the creature targeted is outside range, the spell will still fire, at its maximum distance.
so if you target a creature that is 10 tiles away, there will be explosion 8 tiles away.

Most spells work like that.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Wed May 04, 2016 5:58 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
then why can't i fire it just anywhere, why does it require a non undead target, when its an AOE.
AoE DON'T work like that. they can be fired anywhere.
this one requires a target, yet not really.

fireflash, can target anywhere anywhere, target or no target, will fire.
sun strike (or whatever its called) can be targetted anywhere.
so can oozy's acid splash.
so can alchemist bomb.
so can

then.
wave of power, if no target found, or outside of range, wont fire.

"blood burst:
causes targets bodily fluids to explode outwards..."
yet the targets doesn't have to be in center, or even RANGE of the explosion.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Wed May 04, 2016 6:48 pm 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 132
OK, after playing around with Blood Boil in-game, I think I got what you're saying now.

Normally, Blood Boil only works if it targets a creature. It will do nothing if it targets an empty square.

However, if you target a creature that is out of range (9 or more), the spell will still fire at range 8, letting the spell activate on an empty square.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu May 05, 2016 1:03 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Seriously though, all you had to say was that Blood Burst was ignoring the range limitation.

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu May 05, 2016 10:11 am 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
i gave the name of the spell, and in line 4 i pretty much said its about range.
at what point do you stop, and decided "too long, wont read"?
i realy, want to be sorry, but at the same time i am fairly sure i gave all needed info to figure out whats wrong.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu May 05, 2016 10:34 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Line 4 you mentioned that you were casting it without paying attention to the range. That doesn't tell me anything is wrong with the talent, just that there is something wrong with you. :P

Then you gave me a report on your attempt at debugging which seemed to be about confirming that when I said it must target a living creature, I really meant that.
I read it and had no clue what you were trying to tell me.

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu May 05, 2016 10:52 am 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
the spell is supposed to have a defined limit.
if i often fired at range 9, enemy died. no hint of anything being wrong there, until i checked.
still there wouldn't be, if not for a very brief flash of red on the target.

if the creature was at a distance of 50, the spell would still trigger the explosion at range 8, despite there being no target at that specific tile.


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu May 05, 2016 11:50 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Yes, I've gathered what the problem was...

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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Thu Sep 22, 2016 12:11 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Found an error related in some way to this addon:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /hooks/necromancy+/load.lua:32: attempt to compare number with function
stack traceback:
/hooks/necromancy+/load.lua:32: in function </hooks/necromancy+/load.lua:28>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
/data-Infinite500/damage_typesI500.lua:141: in function 'defaultProjector'
/data/damage_types.lua:722: in function 'projector'
/data-celestialoddities/damage_types.lua:274: in function 'projector'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:151: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:148: in function <...stialoddities/talents/celestial/firmamancer/rainfall.lua:143>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /mod/ai//tactical.lua:418 runAI
At /mod/ai//tactical.lua:446 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Fri Sep 30, 2016 3:10 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
here is an error that I'm getting every turn at alt nur:
Lua Error: /data-necromancy+/talents/spells/dawn.lua:45: attempt to index global 'Map' (a nil value)
At [C]:-1 __index
At /data-necromancy+/talents/spells/dawn.lua:45 particles
At /engine/interface/ActorProject.lua:513 projectDoStop
At /engine/Projectile.lua:230 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------


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 Post subject: Re: Necromancy+ v2.1.4
PostPosted: Fri Sep 30, 2016 3:23 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
:(

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