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astralInferno's Celestial Oddities (Class Pack)
http://forums.te4.org/viewtopic.php?f=50&t=46748
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Author:  echo42 [ Mon Sep 19, 2016 5:54 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

The Radiant inspired me to cobble together a custom tile from various bits and pieces.

Image

If you happen to want the tile, here it is, though I'm not especially well-versed in how to properly add it - I added it in my own game by replacing tiles in another custom sprite addon I was using.

Image

Author:  The Tapir [ Mon Sep 19, 2016 6:24 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Looks like you and I had the same idea for sprites :lol:.

Also, exactly how do the reactor talents work? The very first mentions creating a damage shield that increases over time, but one of the release talents specifically mentions creating a shield of the same strength as the listed value of the reactor. Would it be more appropriate to say that the generator creates some "power" that can be released into a shield/heal/damage?

Author:  astralInferno [ Tue Sep 20, 2016 1:20 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

echo42 wrote:
The Radiant inspired me to cobble together a custom tile from various bits and pieces.

Image

If you happen to want the tile, here it is, though I'm not especially well-versed in how to properly add it - I added it in my own game by replacing tiles in another custom sprite addon I was using.

Image

That's amazing. xD
Second Sun was actually specifically designed based off of her.

The Tapir wrote:
Also, exactly how do the reactor talents work? The very first mentions creating a damage shield that increases over time, but one of the release talents specifically mentions creating a shield of the same strength as the listed value of the reactor. Would it be more appropriate to say that the generator creates some "power" that can be released into a shield/heal/damage?

That release talent creates a shield equal to the MAXIMUM potential value of the reactor. So, if it generates 20 per turn up to 400 max, the release talent turns the sustain off and sets the shield to 400. Thus the name 'Full Capacity'. :)

Author:  echo42 [ Tue Sep 20, 2016 7:29 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Radiant Worship has a pretty odd cooldown leveling scheme. 11->0->3->3->4 from 1 to 5 points invested. Guessing that wasn't intended.

Author:  astralInferno [ Wed Sep 21, 2016 10:44 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Uuugh. DXD Thanks.

1.0.5
-Fixed Radiant Worship cooldown.

(The thing with releasing this patch is I'm sure I can't win. If I'd waited for more bugs to fix all at once, there'd have been none for days. Now I release this, there'll be half a dozen by the weekend I'm sure.)

Author:  Hellcommander [ Thu Sep 22, 2016 12:14 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

found an error that that is related to necromancy+ and has an error related to the Firmamancer:
Quote:
[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

Author:  Hellcommander [ Thu Sep 22, 2016 12:18 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Hmm it seems it ended up happening one turn after too, it seems to be related to the open the heaven's skill that the boss used.

Author:  astralInferno [ Thu Sep 22, 2016 12:58 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Oh man, that is a DUMB error. Forgot something basic...

1.0.6
-Exclusion Zone no longer crits.
-Couple of minor (nonfunctional?) changes I've already forgotten.
-Fixed Open the Heavens.

Author:  Hellcommander [ Thu Sep 22, 2016 8:25 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Thanks

Author:  Hellcommander [ Fri Sep 23, 2016 1:30 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Currently there is a rather major issue with Open the Heavens, it doesn't destroy tiles when changes the floor around the impact zone causing tiles to appear magically after the embers disappear. Attached is a screen of what happened to a escort that was waiting in the wrong area when the mountain regrew itself.

Attachments:
Screenshot 2016-09-22 21.19.50.png
Screenshot 2016-09-22 21.19.50.png [ 178.07 KiB | Viewed 2939 times ]

Author:  echo42 [ Fri Sep 23, 2016 5:41 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

I think that also happens with the meteor prodigy, so I'm not sure if that's a bug or just a thing that happens.

Author:  astralInferno [ Fri Sep 23, 2016 12:02 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Yeah, that happens with the prodigy. Changing it would require messing with code I don't really understand - and overwriting the prodigy if I wanted things to be consistent.

Author:  Hellcommander [ Sat Sep 24, 2016 10:09 pm ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

I know this is a minor cosmetic thing but your do lunar males wear bras?

Author:  astralInferno [ Sun Sep 25, 2016 11:56 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

Omg. xD

That's a side effect of the tile for them being based on the female ogre tile. I am not sure there's an easy solution. Maybe all lunars are trans? >>

Author:  nsrr [ Fri Sep 30, 2016 3:17 am ]
Post subject:  Re: astralInferno's Celestial Oddities (Class Pack)

So I was working on updating 'Embers with All Races' and I noticed that if I loaded up a new game without 'Midnight' enabled, the tile for Lunars doesn't load. Kind of weird.

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