Search found 888 matches
- Thu Sep 21, 2017 7:44 pm
- Forum: Development
- Topic: Field of View/FOW
- Replies: 3
- Views: 8624
Re: Field of View/FOW
My knowledge of t-engine and ToME4 are rusty, but I would look at the debug dialogue if I were you: game/modules/tome/dialogs/debug/DebugMain.lua There is a "godmode" option that provides "game.player.esp_all = 1" and "game.player.esp_range = 50". There is also a "...
- Wed Aug 16, 2017 7:30 pm
- Forum: Addons
- Topic: How to scale the max health of every creature
- Replies: 2
- Views: 1887
Re: How to scale the max health of every creature
I did this years ago with this addon. I don't know if it still works:
https://te4.org/games/addons/tome/double-npc-life
Other, similar (and simple) addons to make things a little more difficult:
https://te4.org/games/addons/tome/half-xp
https://te4.org/games/addons/tome/half-damage
https://te4.org/games/addons/tome/double-npc-life
Other, similar (and simple) addons to make things a little more difficult:
https://te4.org/games/addons/tome/half-xp
https://te4.org/games/addons/tome/half-damage
- Sat Nov 07, 2015 8:22 pm
- Forum: General Discussion
- Topic: Smart lines and targeting
- Replies: 4
- Views: 10396
Re: Smart lines and targeting
Also, if you want to know more about the FOV algorithm used in ToME, see here: http://forums.te4.org/viewtopic.php?f=45&t=35232 Creating "smart lines" for the basic recursive shadowcasting algorithm is much simpler. Perhaps you should start here: http://git.net-core.org/tome/t-engine4/...
- Sat Nov 07, 2015 8:14 pm
- Forum: General Discussion
- Topic: Smart lines and targeting
- Replies: 4
- Views: 10396
Re: Smart lines and targeting
In Maj'Eyal, lines sort of avoid obstacles to some extent Only sort of?! It doesn't avoid obstacles that the user can't see or doesn't know about, but it should do a good job otherwise! Heh, although it may try to shoot through tiles such as friendly units. Do you have examples where this doesn't p...
- Sun Oct 11, 2015 12:41 am
- Forum: General Discussion
- Topic: Tome four years later...
- Replies: 3
- Views: 2846
Re: Tome four years later...
Welcome back, Sus! I look forward to your many new contributions 
(I too have been away for a while--a couple-ish years?--but I still lurk occasionally)

(I too have been away for a while--a couple-ish years?--but I still lurk occasionally)
- Sat Jun 21, 2014 9:16 pm
- Forum: Ideas
- Topic: Physical Power and Physical Save
- Replies: 44
- Views: 11921
Re: Physical Power and Physical Save
The discussions in this thread seem to have gone a little off course. I like to keep things simple, so here are my thoughts. Regarding edge2054's original suggestion, lowering the power given by weapon masteries seems perfectly reasonable. Similar small tweaks and changes could be done for accuracy ...
- Mon Feb 03, 2014 4:46 am
- Forum: General Discussion
- Topic: Map Editor (works with hex grids)
- Replies: 7
- Views: 4755
Re: Map Editor (works with hex grids)
I added some features to the map editor that should make it easier to use. Here are the highlights Configuration file ("configs.py") to let you easily change default behavior Command line arguments (run "python main_pygame.py --help" to see usage) Examples of making a new map wit...
- Sat Feb 01, 2014 6:42 am
- Forum: General Discussion
- Topic: Map Editor (works with hex grids)
- Replies: 7
- Views: 4755
Map Editor (works with hex grids)
Hey guys and gals, I made something that I want to share: https://gitorious.org/tome_map_editor/tome_map_editor This is a GUI application that can modify existing ToME4 maps! The documentation on the website is a little sparse, so this forum post will serve as the primary documentation for the momen...
Re: Hexagons
Interested in playing ToME with hexagonal grids? Then please help make it a reality! This is officially a call for contributors and for volunteers who can provide feedback. There was a "tome-hex" addon for beta-38 that demonstrated it is feasible to play ToME with hex grids. It worked, but...
- Tue Jan 07, 2014 5:53 pm
- Forum: Ideas
- Topic: Making the Breeding Pits Less Disgusting
- Replies: 163
- Views: 72999
Re: Making the Breeding Pits Less Disgusting
How is killing defenseless babies any better? Tweaking the description of the mothers and adding the random encounter dialogue should be plenty imho.
- Fri Nov 01, 2013 8:19 pm
- Forum: Spoilers
- Topic: Bloodcaller: who is it actually good for?
- Replies: 13
- Views: 8717
Re: Bloodcaller: who is it actually good for?
Expected heal value is 4.5% as others have said (0.3 * 0.15 * 100 = 4.5). Hence, if you do 1000 damage over multiple attacks (like an AoE effect), then the expected return is 45 life gained. Not too bad for classes that can dish out a lot of damage quickly, which is most of them. IIRC, heal modifier...
Re: Hexagons
Hexagonal Infinite Dungeon? Aha, good idea! Movement seems fairly intuitive, 789, and 123 on the numpad. 5 for wait. 4/6 either not used, or double move to move laterally. Yup! There is (or can be) some zig-zag logic that makes moving east/west with 4 and 6 pretty intuitive too. There's also a &quo...
Re: Hexagons
Although not perfect, I had modified the pretty tile rules for hex in the addon I made for b38. Here is the world map using Shockbolt tiles (note that the minimap properly reflects the hex map too!): http://i.imgur.com/D6Zp9.jpg Here is almost the same image using ascii: http://i.imgur.com/CcdOu.png...
Re: Hexagons
Rectangular with a bit of a zig-zag is about right. For example, the very first posted image of hex grids in ToME is in Derth: http://forums.te4.org/download/file.php?id=1156 Movement is actually pretty intuitive when using a numpad (even though most exploration is still done via auto-explore!). Mod...
Re: Hexagons
See: http://forums.te4.org/viewtopic.php?f=46&t=30875 http://forums.te4.org/viewtopic.php?f=50&t=33182 http://forums.te4.org/viewtopic.php?f=45&t=35232 http://forums.te4.org/viewtopic.php?f=40&t=34473 http://7drl.org/author/yufra/ Screenshots from Grey 's "Rogue Rage": http...