ToME: the Tales of Maj'Eyal

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PostPosted: Wed Sep 23, 2015 6:03 am 
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Higher

Joined: Sat May 31, 2014 10:41 am
Posts: 55
Beat the Shore tooltip says it should make shields require MAG to equip while in fact it makes them require CUN.


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PostPosted: Wed Sep 23, 2015 7:49 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
Tooltip is wrong. Will clarify!


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PostPosted: Thu Sep 24, 2015 10:44 am 
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Higher

Joined: Sat May 31, 2014 10:41 am
Posts: 55
Another LUA error for you :)
Code:
Lua Error: /data-trenchstrider/talents.lua:1525: attempt to index field '__show_special_talents' (a nil value)
   At [C]:-1 __newindex
   At /data-trenchstrider/talents.lua:1525 passives
   At /engine/interface/ActorTalents.lua:435 learnTalent
   At /mod/class/Actor.lua:4065 learnTalent
   At /engine/resolvers.lua:90
   At /engine/Entity.lua:677 resolve
   At /engine/Zone.lua:570 finishEntity
   At /engine/Zone.lua:414 makeEntity
   At ...challenge/superload/mod/class/generator/actor/Random.lua:58 generateOne
   At /engine/generator/actor/Random.lua:125 regenFrom
   At /engine/generator/actor/Random.lua:47 generate
   At /engine/Zone.lua:1008 newLevel
   At /engine/Zone.lua:898 getLevel
   At /mod/class/Game.lua:928 changeLevelReal
   At /mod/class/Game.lua:807 changeLevel
   At /mod/class/Game.lua:1834
   At /engine/KeyBind.lua:241


Happened during zone transition (with infinite loading time, error found in te4_log file) from world map to lumberjack camp


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PostPosted: Thu Sep 24, 2015 3:27 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
that's... odd. I know that that talent works fine when the player uses it.

...best guess is that the game explodes when it tries to apply 'show special talents' to an npc, as. they don't have a talent choosing dialogue. If this is /correct/, I have a fix incoming...


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PostPosted: Thu Sep 24, 2015 3:47 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
Fixed in 1.4
Hopefully fixed the lua error caused by the show-exotic-mastery line, which I /think/ showed up when an NPC tried to do it. NPCs no longer try to do that.
Beat the Shore now specifies Shields are cun based.

If you get that error again, please tell me, and I'll consult competent people.

(FTR: If I get reports of gamebreaking bugs, I'll put out a patch ASAP, but balance things and updates have to wait for me to have time/motivation/energy. Tooltip stuff isn't worth a new patch, but is low energy so gets added in to bugfixes.)


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PostPosted: Mon Sep 28, 2015 1:50 am 
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Cornac

Joined: Tue Jul 22, 2014 3:40 am
Posts: 30
I've barely started playing, but it seems that respec doesn't play nice with Ocean Step. I tried putting five points in it because I was curious as to how the Exotic proficiency unlock would work, then I kicked it back down to two points afterward.

With those two points, I now have 700% movement speed, have 1800 Air, and still have Exotic proficiency unlocked. I'm guessing that isn't what's supposed to happen!


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PostPosted: Mon Sep 28, 2015 1:53 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1153
Location: Yeehaw, pardner
Looks like somebody forgot to add an unlearn function. :P

_________________
A little bit of a starters guide written by yours truly here.


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PostPosted: Mon Sep 28, 2015 4:59 am 
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Low Yeek

Joined: Sat Jan 10, 2015 8:17 am
Posts: 7
Celestial/Heavens first talent Sun and Moon says that "learning this talent enhances some of your darkness/cold talents to also benefit light/fire". Can you clarify what this means? I can't see any changes after taking it.


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PostPosted: Mon Sep 28, 2015 2:24 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
Micbran wrote:
Looks like somebody forgot to add an unlearn function. :P

It doesn't HAVE an unlearn function. It's passives. X_x It was done wrong, though, I largely fixed it.

I then spent 30 minutes trying to jury rig a solution for exotic weapon hiding before realising that every other talent that changes what stats you equip with is just no_unlearn_last from the beginning. So. It's becoming that.

Celestialer wrote:
Celestial/Heavens first talent Sun and Moon says that "learning this talent enhances some of your darkness/cold talents to also benefit light/fire". Can you clarify what this means? I can't see any changes after taking it.

It benefits the support talents, like Darkest Depths and Replenishing Tides.

1.5
Ocean Step can't be unlearnt, in line with similar talents. If you COULD unlearn it, the movement speed/air would go away.


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PostPosted: Mon Sep 28, 2015 10:23 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
I tried to fix Deepwater. I failed utterly. I have a Cold Fusion replacement lined up, though.


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PostPosted: Tue Sep 29, 2015 9:14 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 875
astralInferno wrote:
I tried to fix Deepwater. I failed utterly. I have a Cold Fusion replacement lined up, though.


What went wrong with Deepwater?


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PostPosted: Wed Sep 30, 2015 4:12 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
I can't get it to not damage the user.
...also it lags the game massively, since I tried, which doesn't help.


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PostPosted: Wed Sep 30, 2015 4:29 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 875
Easy. For an example, see my Corpse Explosion talent for Deathknight - similar thing as it creates a field effect that doesn't damage friendlies (in fact, heals them).

What you need in your INFERNO_DARK_DEPTHS damage type is this:

Code:
src:reactionToward(target) < 0


That, when given a target, checks that it's an enemy. So I think your new damage type would be something like this:

Code:
newDamageType{
   name = "blinding darkness", type = "INFERNO_DARK_DEPTHS",
   projector = function(src, x, y, type, dam, state)
      state = initState(state)
      useImplicitCrit(src, state)
      local target = game.level.map(x, y, Map.ACTOR)
      if target and src:reactionToward(target) < 0 then
         local realdam = DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state),
         DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam / 2, state)

         if target and rng.percent(25) then
            if target:canBe("blind") then
               target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=src:combatSpellpower()})
            else
               game.logSeen(target, "%s resists!", target.name:capitalize())
            end
         end
      end
      return realdam
   end,
}


Can't test as I'm at work, but give it a shot.


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PostPosted: Sun Oct 04, 2015 11:51 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
...I forgot I hadn't uploaded that.

Well, Deepwater had code to interact with a Midnight talent, but sadly that made it run /really slowly/ when combined with the 'don't hurt friendlies', so...

1.6
Deepwater no longer hurts you or allies, but will no longer summon horrors with Pitch Black.
Cold Fusion has been replaced with Lunar Prowess. This should NOT break saves - Cold Fusion still exists in the code.


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PostPosted: Fri Oct 09, 2015 12:43 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
Thanks to Grayswandiir and 0Player, Wash Away now WORKS! WOOOO

1.07
Wash Away now works. Entirely.


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