astralInferno's Celestial Oddities (Class Pack)

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echo42
Cornac
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Re: astralInferno's Celestial Oddities (Class Pack)

#16 Post by echo42 »

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

The Tapir
Higher
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Joined: Fri Aug 14, 2015 11:47 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#17 Post by The Tapir »

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?

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: astralInferno's Celestial Oddities (Class Pack)

#18 Post by astralInferno »

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'. :)

echo42
Cornac
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Joined: Wed Sep 16, 2015 12:56 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#19 Post by echo42 »

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.

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#20 Post by astralInferno »

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.)

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#21 Post by Hellcommander »

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

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#22 Post by Hellcommander »

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.

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#23 Post by astralInferno »

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.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#24 Post by Hellcommander »

Thanks

Hellcommander
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Re: astralInferno's Celestial Oddities (Class Pack)

#25 Post by Hellcommander »

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 40134 times

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#26 Post by echo42 »

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.

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#27 Post by astralInferno »

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.

Hellcommander
Archmage
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Joined: Tue Nov 09, 2010 7:43 pm

Re: astralInferno's Celestial Oddities (Class Pack)

#28 Post by Hellcommander »

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

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#29 Post by astralInferno »

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? >>

nsrr
Sher'Tul
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Re: astralInferno's Celestial Oddities (Class Pack)

#30 Post by nsrr »

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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