ToME: the Tales of Maj'Eyal

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 Post subject: Re: White Monk v 1.3.0
PostPosted: Wed Jan 25, 2017 11:22 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2113
ok, downloaded this and giving it a crack on madness :-)

loving it so far. and it survives, which is remarkable.

earth render is almost impossible to see on regular dungeon floor, like ruins of korpul.


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 Post subject: Re: White Monk v 1.3.0
PostPosted: Thu Jan 26, 2017 12:59 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 436
Location: Monastery of the White Monks
Glad to hear it stands up :)

I'm not really happy with the Earth Render floor effect particle, but it's about the best I can do. I could try adjusting the color or alpha a bit, but I have a feeling there's always going to some floor tiles where it's hard to see.

I'd be interested to hear your impressions of the class, and of course, bug reports are always appreciated. I can't promise immediate, or even timely, action. I'm extremely strapped for free time right now.


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 Post subject: Re: White Monk v 1.3.0
PostPosted: Thu Jan 26, 2017 3:41 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2113
Secret fist often gives this error:

Code:
error = "Lua Error: /data-whitemonk/timed_effects/physical.lua:439: attempt to index local 't' (a nil value)\
  At [C]:-1 __index\
  At /data-whitemonk/timed_effects/physical.lua:439 on_timeout\
  At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects\
  At /mod/class/NPC.lua:320 timedEffects\
  At /mod/class/Actor.lua:565 actBase\
  At /engine/GameEnergyBased.lua:119 tickLevel\
  At /engine/GameEnergyBased.lua:64 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1271 "
seen = true
reported = true


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 Post subject: Re: White Monk v 1.3.0
PostPosted: Thu Jan 26, 2017 5:42 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 436
Location: Monastery of the White Monks
Hmm... I though that was fixed. I'll take a look.


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 Post subject: Re: White Monk v 1.3.0
PostPosted: Fri Jan 27, 2017 10:37 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2113
Revive is not working. I"m playing adventurer and I get hit, I die. it never triggers :-(


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 Post subject: Re: White Monk v 1.3.0
PostPosted: Fri Jan 27, 2017 12:42 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 436
Location: Monastery of the White Monks
Gah... I tested that talent over and over. I'm very sorry it failed you.

I'll try to take a look into it as soon as I can.

It would be really helpful if you could give a log of a death with the talent sustained, or more specific details. I tested this under many different circumstances and it always triggered (after the first fix), but scul also reported that Revive failed.

Is there a chance the sustain was disabled on the same turn you died?


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 Post subject: Re: White Monk v 1.3.2
PostPosted: Sun Jan 29, 2017 12:26 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 436
Location: Monastery of the White Monks
v 1.3.2 up, with a fix for Secret Fist. Looks like it was occuring when there were no talents to put on CD. Added a check to see if the talent list is empty before proceeding.

I still can't produce a situation where Revive does not trigger. You should see your log say "So-and-so strengthens their resolve!" and "So-and-so deactivates Revive." Then you should have the Absolute Resolve buff for one turn, which flags you as Invulnerable.


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