ToME: the Tales of Maj'Eyal

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 Post subject: Re: Faerie Race
PostPosted: Sat Mar 25, 2017 3:43 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 344
removed the error by removing the clone talent from the clone and changing the spawn code slightly to match here are the changes I hooked:
local fey_clone = Talents:getTalentFromId(Talents.T_FEY_CLONE)

table.merge(fey_clone, {
m:unlearnTalentFull(m.T_FAE_CLONE)

if x and y then
game.zone:addEntity(game.level, m, "actor", x, y)
game:playSoundNear(self, "talents/spell_generic")
m:setTarget(self.target)
if game.party:hasMember(self) then
game.party:addMember(m, {
control="no",
Type="minion",
type="magical fey clone",
title="Fey Clone",
orders = {target=true},
})
end
self:startTalentCooldown(t)
end
})


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 Post subject: Re: Faerie Race
PostPosted: Sun Mar 26, 2017 2:49 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Well this was long overdue, wasn't it.
Faerie V 6.0 - Nerf Before the Storm
---
Flight base values decreased.

Powers of the Dark base values decreased.

Attempted Fey Clone fixes.

Fey Luck and Fey Speed descriptions fixed.
-The actual value was proper, but the description wasn't mirroring it.

Feyd to Black partially reverted.
-Now increases the life of friendlies, decreases the life of enemies, and blinds all enemies, no matter your life percent.
-Values scale with your missing health.

Fey Luck base cooldown increased to 15.
Fey Luck shield scaling lowered.
---
An update to hopefully make them not scale into infinity and beyond, and... to attempt another few fixes on Fey Clone.

In the woodwork: A bunch of new artifacts.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Faerie Race
PostPosted: Sat Apr 15, 2017 9:25 am 
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Joined: Sun May 24, 2015 5:30 am
Posts: 2
StarKeep wrote:
Attempted Fey Clone fixes.

Still have =(
Lua Error: /engine/Entity.lua:1003: attempt to perform arithmetic on a table value
At [C]:-1 __sub
At /engine/Entity.lua:1003 recursive
At /engine/Entity.lua:1040 removeTemporaryValue
At /engine/interface/ActorInventory.lua:320 onRemoveObject
At /mod/class/Actor.lua:4172 onRemoveObject
At /engine/interface/ActorInventory.lua:296 removeObject
At /mod/class/NPC.lua:533 check
At /engine/Zone.lua:722 addEntity
At /data-faerierace/talents/dark_faerie.lua:185 triggerTalent
At /hooks/faerierace/load.lua:84
At /engine/Game.lua:322 onTickEndExecute
At /engine/Game.lua:313 tick
At /engine/GameEnergyBased.lua:60 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386


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 Post subject: Re: Faerie Race
PostPosted: Sun Apr 16, 2017 6:32 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 344
Yup i know seems the fix didn't work it might have something to do with the trigger code on the skill (testing in debug didn't show the error since did not have equipment on).


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 20, 2017 7:27 pm 
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Thalore

Joined: Mon Oct 24, 2011 8:05 pm
Posts: 146
Same error as had been reported with the clonez:((

Nice mod though btw...looking forward to fixes!


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 Post subject: Re: Faerie Race
PostPosted: Sat May 20, 2017 12:15 am 
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Low Yeek

Joined: Mon Mar 20, 2017 12:03 am
Posts: 6
I was going to comment on the Fey Clone bug, but it seems that other folks already did so. I believe I have the latest version of it, so I'm not sure why I seem to keep getting it. :/ Keep in mind, this is circa mid-2017. Also, I'm not sure if this is due to the bug but I seem to have some weird issues with the healthbars for the clone as well.


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 Post subject: Re: Faerie Race
PostPosted: Thu Oct 12, 2017 6:59 pm 
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Halfling

Joined: Fri Jan 01, 2016 2:23 pm
Posts: 93
Are you considering adding custom sprite to the race? Alternatively if someone was willing to contribute such sprite, would the dev be interested?


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