ToME: the Tales of Maj'Eyal

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PostPosted: Tue Apr 01, 2014 9:39 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Spleenling wrote:
I like everything about this Mod but the poison talent changes. Could you please add an option to make it back to vanilla?
That may take a while, but I'll try.

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PostPosted: Wed Apr 02, 2014 6:48 am 
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Higher

Joined: Mon Jan 20, 2014 6:44 am
Posts: 45
Doctornull wrote:
Spleenling wrote:
I like everything about this Mod but the poison talent changes. Could you please add an option to make it back to vanilla?
That may take a while, but I'll try.


Thank you


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PostPosted: Sat Apr 05, 2014 11:07 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Timed Effects

An option will toggle this fix. The fix is to change the on_merge behavior of some timed effects to use the maximum of (old duration, new duration) rather than their average duration (old+new)/2. This results in less wonky results from multiple different burn effects, and results in more sensible behavior when you are suffering from an effect which is about to expire.

For example, in the old code if you had 1 turn left of being on fire, any new Burning duration would be halved (and the damage per turn DOUBLED). When you are being set on fire by multiple opponents, like a pack of fire dragons, this can result in silly and unintended damage per turn.

The fix is to always use the maximum duration. In both cases total damage is conserved: if you would suffer from 100 total fire damage, you will still suffer from 100 total fire damage either way.

Affected effects are: Burning, Cut, Wasting, Manasurge, Restless Night, and (when it exists in 1.2) Lightburn.

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PostPosted: Tue Apr 15, 2014 9:42 pm 
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Thalore

Joined: Sat Sep 14, 2013 9:09 pm
Posts: 157
(Using grayswandir's weapon pack)
Whips use exotic weapons mastery by default... and Nulltweaks is (not so) helpfully turning that into greatweapon mastery instead of agile mastery.

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PostPosted: Tue Apr 15, 2014 11:58 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Orangeflame wrote:
(Using grayswandir's weapon pack)
Whips use exotic weapons mastery by default... and Nulltweaks is (not so) helpfully turning that into greatweapon mastery instead of agile mastery.
If you're using that option in Nulltweaks, then whips do not use Exotic Mastery, and in fact Exotic Mastery no longer exists... so I'm not sure what's going on if you see Exotic anywhere.

Using only Nulltweaks and grayswandir's weapons pack, I'm only able to see Agile Mastery on any whips.

What other addons are you using?

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PostPosted: Wed Apr 16, 2014 2:50 am 
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Thalore

Joined: Sat Sep 14, 2013 9:09 pm
Posts: 157
Updated both addons, started a new game, and whips use Agile Mastery now :)

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PostPosted: Wed Apr 16, 2014 5:33 am 
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Sher'Tul Godslayer

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Orangeflame wrote:
Updated both addons, started a new game, and whips use Agile Mastery now :)

Yay!

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PostPosted: Thu Apr 17, 2014 11:32 pm 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 153
I like how if you had used my merge, t = round((dam1*t1 + dam2*t2)/(t1 + t2)), then it fixes every problem you mention in the text while simultaneously not having wonky behaviour that makes more burning slow it down.


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PostPosted: Thu Apr 17, 2014 11:47 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Umbrall wrote:
I like how if you
Passive-aggressive whining is not on topic.

We discussed this in IRC and your case was not convincing.

Please drop it.

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PostPosted: Fri Apr 18, 2014 4:57 am 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 153
You're being very aggressive, it was very much on topic, your reasons ironically apply the least to the burning you've mentioned in the title.

Also this was significantly less aggressive than you were, I was playfully mentioning it and how it was amusing that mine was more effective at the goals you stated.

My case was very convincing. You alternated between being convinced and having one minor issue and arbitrarily dismissing it because you were confused. And now suddenly this has become an issue that I don't want to continue because I had to give a response there.


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PostPosted: Fri Apr 18, 2014 4:50 pm 
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Low Yeek

Joined: Sun Mar 23, 2014 2:30 pm
Posts: 6
vulnerability poison error.

Lua Error: /engine/interface/ActorTalents.lua:77: bad argument #2 to 'info' (number expected, got nil)
At [C]:-1
At [C]:-1 info
At /engine/interface/ActorTalents.lua:77 info
At /mod/class/Actor.lua:4517 getTalentFullDescription
At /mod/dialogs/UseTalents.lua:317 generateList
At /mod/dialogs/UseTalents.lua:67 init
At /engine/class.lua:97 new
At /mod/class/Game.lua:1720 f
At /mod/class/Game.lua:1494
At /engine/KeyBind.lua:235


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PostPosted: Fri Apr 18, 2014 5:13 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Umbrall wrote:
And now suddenly this has become an issue that I don't want to continue
Excellent!

nox1999 wrote:
vulnerability poison error.
Not excellent at all!

This is my bug, I'll push a fix after some testing.

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PostPosted: Fri Apr 18, 2014 7:35 pm 
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Sher'Tul Godslayer

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nox1999 wrote:
vulnerability poison error.
Fix posted. Please let me know if you have further issues!

Thanks.

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PostPosted: Wed Jun 04, 2014 12:20 am 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
Is this 1.20 compatible?


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PostPosted: Wed Jun 04, 2014 1:44 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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pheonix89 wrote:
Is this 1.20 compatible?
Not guaranteed to be yet. I'll post an update when it's fully tested.

If you're testing it with 1.2, please do let me know if you find any bugs. Thanks!

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