ToME: the Tales of Maj'Eyal
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New Gems (fork) - 2019-02-24: Auto-Explore
http://forums.te4.org/viewtopic.php?f=50&t=39372
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Author:  Doctornull [ Tue Jun 17, 2014 5:11 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

jayseesee wrote:
Mindslayer's Matter is Energy is throwing LUA when consuming a new gem =P


*sigh*

Whatever "genius" coded the new Matter Is Energy decided to hard-code every gem effect, instead of looking up the effects already inside the gem entity.

This will never work with New Gems, but it's also horrible code and should go away.

I'll bug DarkGod when I see him online.

Author:  HousePet [ Tue Jun 17, 2014 7:14 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

:(
I did try to convert item properties into timed effects, but it didn't go well.
In fact, it went very badly.

Author:  Doctornull [ Wed Jun 18, 2014 12:17 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

HousePet wrote:
:(
I did try to convert item properties into timed effects, but it didn't go well.
In fact, it went very badly.
Hopefully DarkGod can figure out the right way to do it without hard-coding a list of gems.

If not, I guess I'll just overwrite your functions. :|

Author:  HousePet [ Wed Jun 18, 2014 1:16 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Okay, I think I can fix it.
Will include it in a Mindslayer update.

Author:  Doctornull [ Wed Jun 18, 2014 3:26 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Great, thanks!

Author:  Senteth [ Fri Jul 11, 2014 10:20 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Bit of a game-breaking exploit I noticed. When you play as a prismatic golem and use its racial imbue gem skill, any mana regen the gems give you isn't removed when you slot in a new gem. By switching between two different gems that give mana regen over and over again, you can stack up unlimited amounts of mana regen per turn. Tested with the latest versions of both the addon and ToME, no other addons active.

Author:  Doctornull [ Sat Jul 12, 2014 9:03 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Senteth wrote:
Bit of a game-breaking exploit I noticed. When you play as a prismatic golem and use its racial imbue gem skill, any mana regen the gems give you isn't removed when you slot in a new gem. By switching between two different gems that give mana regen over and over again, you can stack up unlimited amounts of mana regen per turn. Tested with the latest versions of both the addon and ToME, no other addons active.
Derp!

Thanks for the report, I'll fix this up.

EDIT: Fixed. I had misspelled "ManaRegen" in one of the checks. :oops:

Author:  Darkgobbo [ Sat Aug 02, 2014 6:24 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

When you play a prismatic golem alchemist your pet golem will have tier 4 gear and will have negative stat points cause he has to have the strength to wield the weapons. it give a huge boost early and makes it a semi walkthrough if you keep buffing him till you get to tier 2 dungeons

Author:  Doctornull [ Sun Aug 03, 2014 8:20 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Darkgobbo wrote:
When you play a prismatic golem alchemist your pet golem will have tier 4 gear and will have negative stat points cause he has to have the strength to wield the weapons. it give a huge boost early and makes it a semi walkthrough if you keep buffing him till you get to tier 2 dungeons
That's something stuck on the zone itself.

I'll see if I can patch around it.

Author:  rexorcorum [ Thu Aug 07, 2014 9:17 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Darkgobbo wrote:
When you play a prismatic golem alchemist your pet golem will have tier 4 gear and will have negative stat points cause he has to have the strength to wield the weapons. it give a huge boost early and makes it a semi walkthrough if you keep buffing him till you get to tier 2 dungeons


Just to chime in on the matter - you also will start with tier 4 gems, which are deliciously cheesy early on (EDIT: Ok, known issue :oops: - move along to the next one).

One more thing - the prismatic golem can use the Blood of Life, not very fair being a construct and all ;).
-----
P.S. Actually fired the addon to see the golem graphic glitches with the gloves - fix and overall improvements coming soon :)

Author:  rexorcorum [ Fri Aug 08, 2014 8:06 pm ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Image Image Image Image
Image Image Image Image
Image Image Image Image

Cleaned the excess pixels, filled the overall transparency (which was the culprit for the "sludge people" look), added more highlights and shadows. The multihues are still debatable and can be overridden with the colouring shader, if need be.

Zipped download: here

Cheers! 8)

Author:  Doctornull [ Sun Aug 10, 2014 3:53 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Darkgobbo wrote:
One more thing - the prismatic golem can use the Blood of Life, not very fair being a construct and all ;).
The original Crystal could also use the Blood of Life, it just got a unique effect.

Undead, being dead and all, are obviously opposed to Life and the blood thereof. Constructs are different, and Crystals are a different form of life -- maybe. I dunno. Not sure if the Prismatic Golem is unbalanced by having access.

rexorcorum wrote:
Cleaned the excess pixels, filled the overall transparency (which was the culprit for the "sludge people" look), added more highlights and shadows. The multihues are still debatable and can be overridden with the colouring shader, if need be.
You are so awesome.

Author:  rexorcorum [ Sun Aug 10, 2014 11:40 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

You're welcome.

As for the BoL - with or without it I'm still dying horribly (business as usual), so it is probably not overpowered all things considered :).

EDIT: Just saw that you have missed adding all new playerdoll "special" files for the prismatic golems. Speaking of which, wouldn't it be cleaner to actually use the files from the normal golem folder (they're identical)?

More EDIT: My testing got a bit carried away 8) ... Cheers!

Author:  Doctornull [ Mon Sep 01, 2014 1:24 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Finally gave up on getting gems to behave for characters who start in Gates of Dawn. :|

rexorcorum wrote:
EDIT: Just saw that you have missed adding all new playerdoll "special" files for the prismatic golems. Speaking of which, wouldn't it be cleaner to actually use the files from the normal golem folder (they're identical)?
Just pushed out your new graphics. Is this message still relevant?

If it is, it's probably a bad path or something... I'll take a look at those?

rexorcorum wrote:
More EDIT: My testing got a bit carried away 8) ... Cheers!
That's awesome.

Author:  rexorcorum [ Mon Sep 01, 2014 1:46 am ]
Post subject:  Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

Doctornull wrote:
If it is, it's probably a bad path or something... I'll take a look at those?


Still the case - you've made the copy of the playerdoll files by the time when there were just bunch of unique artefacts (the "overload\data\gfx\shockbolt\player\prismatic_golem\special" folder). The easiest fix is to copy-paste them again from the latest vanilla golem folder. It requires constant updating when new stuff is added in the maingame though and my suggestion was in lines of automating the transfer in some way.

Cheers :).

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