ToME: the Tales of Maj'Eyal

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PostPosted: Sun Sep 01, 2013 8:14 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
I found the place where you were seeing that Lua error, and removed an unnecessary check.

Now v5 is uploaded -- everyone, if you picked up v4, please throw it away and get v5!

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PostPosted: Sun Sep 01, 2013 7:52 pm 
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Wayist

Joined: Wed Jul 10, 2013 9:55 pm
Posts: 16
Doctornull wrote:
Nullpack v4 released. I put the notes on the major changes in the first post.

All classes are now playable!

@Avernite - I haven't changed Reckless Invocation yet, it's up next now that all the classes have their first vital custom trees written and working.


It says the Creep is still incomplete. Is that true? Of all the classes I wanted to try just him

UPD
Tried heavy instead.
Omg!
its a mix of 2 my fav chars: melee TW and heavy armored PM.
Epic!


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PostPosted: Sun Sep 01, 2013 10:27 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
Avernite wrote:
It says the Creep is still incomplete. Is that true? Of all the classes I wanted to try just him
The Creep's low-level play ought to work, but his high-level options currently suck. I wouldn't be satisfied playing this class through the whole game, so to me it's incomplete.

I'm working on a new high-level tree or two for him.

Avernite wrote:
UPD
Tried heavy instead.
Omg!
its a mix of 2 my fav chars: melee TW and heavy armored PM.
Epic!
Awesome, glad you like!

The goal behind the Heavy was to make a TW-like class which was used for melee, in spite of its fantastic mobility.

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PostPosted: Tue Sep 03, 2013 1:39 am 
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Sher'Tul Godslayer

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Bugfix: v6 released, please update when you have a chance.

Also in v6 I've adjusted the costs for some Advanced Staff Combat talents.

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PostPosted: Mon Sep 16, 2013 12:48 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
About the new Heavy:

After gathering feedback (and playing it extensively myself), it seemed that there was too much starting overlap with the Bulwark, so the Heavy gained a new tree -- and lost 3 starting trees, no more Combat Techniques or Combat Veteran, and Shield Defense is now locked.

The new tree ought to complement the class's mobility, and it's intended to work well with the Gravity tree (locked).

If you do buy Shield Defense, note that the new tree's shield attacks WILL scale up with Shield Expertise, in a similar way to how the damage in Shield Offense scales up.

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PostPosted: Mon Sep 16, 2013 2:47 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
V8 is better than v7, because v7 has a bug that can cause your character to lose a turn when he uses one of the talents.

Oops!

Otherwise they're the same.

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PostPosted: Wed Sep 18, 2013 12:00 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Hey Doctornull,

Great work with this addon!
I love the new Heavy class. Many ways to spend your class and generic points, diversity, all I like.
I hope you will keep updating the addon with new tools and talents and for the classes.

Cheers:)


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PostPosted: Thu Sep 19, 2013 5:15 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
Cheers, MisiuPysiu! Please let me know if you find any problems with the Heavy.


The next classes I'm working on is a high-mobility magical Brawler type, limited to only humans, which calls out to their creation myth lore as the fire-born children of Gerlyk.

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PostPosted: Thu Sep 19, 2013 6:59 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
v9 is uploaded and ready for play.

To see the new class, pick a Human race (Higher or Cornac) and then open the Warrior group.

Enjoy!

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PostPosted: Fri Sep 20, 2013 4:25 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
You just love to give us too many awesome classes to actually play, dont you?


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PostPosted: Sun Sep 22, 2013 12:26 pm 
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Wayist

Joined: Wed Jul 10, 2013 9:55 pm
Posts: 16
http://imageshack.us/photo/my-images/855/o53z.png/
Lua error.

Code:
[LOG]   The damage shield reflects 15 damage back to Ondrumope the dwarf!
[LOG]   Your shield crumbles under the damage!
[LOG]   The shield around Elgo crumbles.
checkHit   16.5   11.55
=> chance to hit   63
[KNOCKBACK] from   nil   nil   over   2
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
stack traceback:
   [C]: in function 'line_base'
   /engine/utils.lua:1726: in function 'line'
   /engine/Actor.lua:292: in function 'knockback'
   /mod/class/Actor.lua:1092: in function 'knockback'
   /data/damage_types.lua:1110: in function 'projector'
   /engine/interface/ActorProject.lua:198: in function 'project'
   /data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:173 useTalent
   At /mod/ai//tactical.lua:366 runAI
   At /mod/ai//tactical.lua:392 doAI
   At /mod/class/NPC.lua:61 act
   At /engine/GameEnergyBased.lua:126 tickLevel
   At /engine/GameEnergyBased.lua:62 tick
   At /engine/GameTurnBased.lua:46 tick
   At /mod/class/Game.lua:1054
[USERCHAT] channel talk   fixer9   tome   ack! math....
 ----------------  Stack Dump ----------------
2: table // 7b5eb8
1: table // 7b5eb8
--------------- Stack Dump Finished ---------------
[LOG]   Ondrumope the dwarf casts Moonlight Ray.
[SPELL CRIT %]   5.7
[PROJECTOR] starting dam   57.326257708561
[PROJECTOR] after difficulty dam   57.326257708561
[PROJECTOR] res   0   1    on dam   68.745813776619
[PROJECTOR] after resists dam   68.745813776619
[PROJECTOR] after flat damage armor   68.745813776619
[PROJECTOR] final dam   68.745813776619
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[LOG]   #UID:162178:0#Ondrumope the dwarf hits Elgo for #GREY#0 darkness#LAST#, #1133F3#0 cold#LAST#, #aaaaaa#18 physical#LAST#, #GREY#69 darkness#LAST# damage (total 85.85).
[LOG]   #00ff00##UID:1535:0#Talent Firewalk Stride is ready to use.
[LOG]   #00ff00##UID:1534:0#Talent Searing Strike is ready to use.
[LOG]   Elgo stops surging mana.
[LOG]   
[USERCHAT] channel talk   StarKeep   tome   Don't you use your fancy curve language on me.
[USERCHAT] channel achievement   kethatril   tome   The sky is falling!   false   false
[USERCHAT] channel talk   creepingdusk   tome   100>500>1500>2500>4000
[USERCHAT] channel talk   StarKeep   tome   That doesn't work Dusk.
[LOG]   Elgo uses Infusion: Regeneration.
[LOG]   Elgo starts regenerating health quickly.
[PROJECTOR] starting dam   12.989996545276
[PROJECTOR] after difficulty dam   12.989996545276
[PROJECTOR] res   0   1    on dam   12.989996545276
[PROJECTOR] after resists dam   12.989996545276
[PROJECTOR] after flat damage armor   12.989996545276
[PROJECTOR] final dam   12.989996545276
[LOG]   #UID:1681:0#Elgo hits Ondrumope the dwarf for #LIGHT_RED#13 fire#LAST# damage.
[LOG]   Ondrumope the dwarf casts Moontide.
[SPELL CRIT %]   5.7
[PROJECTOR] starting dam   31.936674967274
[PROJECTOR] after difficulty dam   31.936674967274
[PROJECTOR] res   0   1    on dam   38.298552839543
[PROJECTOR] after resists dam   38.298552839543
[PROJECTOR] after flat damage armor   38.298552839543
[PROJECTOR] final dam   38.298552839543
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam   31.936674967274
[PROJECTOR] after difficulty dam   31.936674967274
[PROJECTOR] res   0   1    on dam   31.936674967274
[PROJECTOR] after resists dam   31.936674967274
[PROJECTOR] after flat damage armor   31.936674967274
[PROJECTOR] final dam   31.936674967274
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam   31.936674967274
[PROJECTOR] after difficulty dam   31.936674967274
[PROJECTOR] res   0   1    on dam   31.936674967274
[PROJECTOR] after resists dam   31.936674967274
[PROJECTOR] after flat damage armor   31.936674967274
[PROJECTOR] final dam   31.936674967274
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
checkHit   16.5   11.55
=> chance to hit   63
[KNOCKBACK] from   nil   nil   over   2
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
stack traceback:
   [C]: in function 'line_base'
   /engine/utils.lua:1726: in function 'line'
   /engine/Actor.lua:292: in function 'knockback'
   /mod/class/Actor.lua:1092: in function 'knockback'
   /data/damage_types.lua:1110: in function 'projector'
   /engine/interface/ActorProject.lua:198: in function 'project'
   /data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:173 useTalent
   At /mod/ai//tactical.lua:366 runAI
   At /mod/ai//tactical.lua:392 doAI
   At /mod/class/NPC.lua:61 act
   At /engine/GameEnergyBased.lua:126 tickLevel
   At /engine/GameEnergyBased.lua:62 tick
   At /engine/GameTurnBased.lua:46 tick
   At /mod/class/Game.lua:1054
 ----------------  Stack Dump ----------------
2: table // 7b5eb8
1: table // 7b5eb8


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PostPosted: Sun Sep 22, 2013 12:39 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
Thanks Avernite!

Unfortunately it looks like this is a bug in HousePet's Midnight addon:

Code:
/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
... is the addon error location.

Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.

Cheers!

_________________
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


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PostPosted: Sun Sep 22, 2013 2:07 pm 
Offline
Wayist

Joined: Wed Jul 10, 2013 9:55 pm
Posts: 16
Doctornull wrote:
Thanks Avernite!

Unfortunately it looks like this is a bug in HousePet's Midnight addon:

Code:
/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
... is the addon error location.

Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.

Cheers!


Ye i though the same after I posted this and looked thro the lines.


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PostPosted: Mon Sep 23, 2013 12:18 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
Nullpack v10:

Edit: This release may require infinite500 addon, please skip this version if you don't use i500, sorry for the inconvenience.

- Fine-tuning the Ember of Gerlyk custom tree. Now it uses Dexterity for its prerequisite (so you have an unambiguous stat path in the very early game) and it helps with your Spellpower, to compensate for the lack of a staff. Also fixed a bug which didn't give the Ember the +1 lifemod in its description.

- The Creep ought to be playable! I've given up on Gesture of Pain working with Predator for now, so it starts out as a Dagger-based class with the option of going for Mindstar training if you want later, since it's a Dex / Will / Cun class. I have plans for a high-level talent tree to fill out the "horror" theme that the Creep has going, so expect that to happen eventually in a future Nullpack.

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PostPosted: Mon Sep 23, 2013 1:24 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
So it turns out I snipped some code from pre-1.0.5 and it worked because I was using the Infinite500 addon. (Which is a great addon and everyone should use it.)

BUT, this meant that some of my code didn't work with the base 1.0.4 game, and that's a problem.

v11 fixes this problem.

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