I finally got around to test it and... it worked!
I didn't quite understood why did I have to explicitely force the projectile to act but it works and that's what matters
Thanks a lot
Search found 58 matches
- Tue Feb 23, 2021 7:45 pm
- Forum: Modules
- Topic: Missiles take a turn to start moving
- Replies: 5
- Views: 13883
- Fri Oct 02, 2020 9:26 am
- Forum: Modules
- Topic: Missiles take a turn to start moving
- Replies: 5
- Views: 13883
Re: Missiles take a turn to start moving
Thanks for the reply I'm basically copying TOME so I use archeryShoot and all that, I didn't change the talents Any ideias why it's acting this way? Could it have something to do with the main character himself? This module has several characters and I choose which one goes to the dungeon. Maybe whe...
- Mon Jun 01, 2020 9:25 am
- Forum: Modules
- Topic: Missiles take a turn to start moving
- Replies: 5
- Views: 13883
Missiles take a turn to start moving
Hi guys, so, I'm having this problem but have no ideia where to start looking. I'm using a ranged talent ("T_SHOOT" for instance) but the missile stays in my square. It only moves in the next round, after I do something. I first tought about projectile speed or something but it seems to be...
- Tue Aug 27, 2019 4:41 pm
- Forum: Development
- Topic: how do i start using the engine?
- Replies: 1
- Views: 13082
Re: how do i start using the engine?
Not to put you down but making a game is not easy and you'll probably need more than "just a tiny bit" of coding skill I'd recomend that you start with something simpler like making a mod or even better, changing an existing one. It will help you understand the engine structure Anyway, if ...
- Tue Aug 27, 2019 4:34 pm
- Forum: Development
- Topic: most verbose debug log
- Replies: 1
- Views: 8022
Re: most verbose debug log
There isn't much more information unless you buid it yourself
Use the print command and see the result on the "te4_log.txt" file
Or use the LUA console to check the environment and test some simple instructions
Use the print command and see the result on the "te4_log.txt" file
Or use the LUA console to check the environment and test some simple instructions
- Mon Aug 20, 2018 9:41 am
- Forum: Modules
- Topic: New Module - Trouble saving game
- Replies: 4
- Views: 9387
Re: New Module - Trouble saving game
It worked! Many thanks!Zizzo wrote:Yes, in my experience everything in game.state is saved to the savefile unless you specifically tell it otherwise.
- Mon Aug 06, 2018 10:59 am
- Forum: Modules
- Topic: New Module - Trouble saving game
- Replies: 4
- Views: 9387
Re: New Module - Trouble saving game
:shock: *blink* …You're braver than I am. I started from the example module and… "borrowed" from the main module as necessary. :wink: Yeah, not sure if it was the best way but now it will be harder to turn back, I think You might be able to bend mod.class.Party and related classes to your...
- Fri Aug 03, 2018 4:52 pm
- Forum: Modules
- Topic: New Module - Trouble saving game
- Replies: 4
- Views: 9387
New Module - Trouble saving game
Hi guys, I'm trying to make a new module and it has been a rough ride. The ideia is to have a guild with many adventurers available and be able to choose one to do stuff, mostly dungeon exploring. I've realized that most of the stuff on the engine assume just one main character so that was one of th...
- Fri Jan 04, 2013 4:10 pm
- Forum: General Discussion
- Topic: ToME Version 1 Milestone
- Replies: 5
- Views: 2027
Re: ToME Version 1 Milestone
Yeah, congratulations DG!
Now you can rest... but not for long, we're waiting for the next version
Now you can rest... but not for long, we're waiting for the next version

- Thu Mar 15, 2012 3:00 pm
- Forum: Ideas
- Topic: Remove adventurer parties, add adventurers to dungeons
- Replies: 9
- Views: 3220
Re: Remove adventurer parties, add adventurers to dungeons
I would like to see them in dungeons too, I think some of them need spicing up
It would be dangerous yes, but that would be the fun part
It would be dangerous yes, but that would be the fun part

- Wed Jan 25, 2012 5:08 pm
- Forum: Development
- Topic: Adding Replayability Especially Early Game
- Replies: 67
- Views: 20611
Re: Adding Replayability Especially Early Game
That could mislead new players, making them search the last level looking for the boss Maybe a different random element like a rival adventurer also clearing dungeons. You'd get to a dungeon and find it empty because the other guy had already been there. Or you could find him (or he could find you!)...
- Wed Jan 11, 2012 5:52 pm
- Forum: General Discussion
- Topic: Post questions here for an interview with DarkGod!
- Replies: 37
- Views: 14593
Re: Post questions here for an interview with DarkGod!
I'd like to ask
"What's your vision for TOME? How do you imagine version... 10?"
"Would you make anything different if you had a team of 10 programmers working for you or would you just make new versions faster?"
"What's your vision for TOME? How do you imagine version... 10?"
"Would you make anything different if you had a team of 10 programmers working for you or would you just make new versions faster?"
- Mon Dec 19, 2011 12:02 pm
- Forum: Modules
- Topic: Our community module
- Replies: 186
- Views: 76723
Re: Our community module
I like all the ideas I see so far. What i would like to see is normal (purists?) humans. I've always liked the mercenary and smugglers that survive with their wits (and gadgets). Think Boba Fett and Han Solo It would add items and inventory to the game but it's hard for me to think of a roguelike wi...
- Tue Nov 29, 2011 12:29 pm
- Forum: General Discussion
- Topic: All hail the 'z' function!
- Replies: 7
- Views: 2559
Re: All hail the 'z' function!
Yeah, it's great
- Fri Sep 23, 2011 10:41 am
- Forum: Ideas
- Topic: Staggerred Talent Progression
- Replies: 16
- Views: 4756
Re: Staggerred Talent Progression
I agree with the OP I think that one of the best things of TOME are the talents and I loose a bit of drive when I reach the top of the chain and still have so much to do. With a more slower pace getting the talents, you could still diversify, putting a point or two in a different tree while waiting ...