Search found 1709 matches

by lukep
Thu Mar 30, 2017 5:26 am
Forum: Bugs Archive
Topic: [1.5.2] Lunge not checking disarm immunity
Replies: 0
Views: 645

[1.5.2] Lunge not checking disarm immunity

Lunge (in the techniques/duelist tree) applies the disarmed status effect without first checking if the target can be disarmed, making disarming immunity useless against it.
by lukep
Tue Mar 28, 2017 9:02 pm
Forum: Bugs Archive
Topic: High level Psi Shield draining Psi
Replies: 0
Views: 645

High level Psi Shield draining Psi

There's no cap on how much damage it takes for Thermal/Kinetic/Charged shield to gain a point of energy, which can result in it getting negative numbers. Specifically, when self:combatTalentMindDamage(t, 40, 50) is greater than 100, you can recover negative Psi per hit. Lines 35-37 in data/talents/p...
by lukep
Sat Mar 25, 2017 10:18 pm
Forum: Bugs Archive
Topic: Steamsaw damage display bug
Replies: 0
Views: 617

Steamsaw damage display bug

I think that wearing a steamsaw with a shield ego that adds something to special_combat in your mainhand or both your main- and off- hands creates a display bug on your char sheet where it calculates the damage based on your shield combat instead of steamsaw combat.
by lukep
Fri Mar 24, 2017 5:41 am
Forum: Bugs Archive
Topic: Tinker effect not removed
Replies: 0
Views: 521

Tinker effect not removed

I removed a mastercraft focus lens form my hat, but the hat still gave me blindfight.
by lukep
Thu Mar 23, 2017 6:05 pm
Forum: Bugs Archive
Topic: Mindstar set not forming
Replies: 0
Views: 551

Mindstar set not forming

Playing as an orc gunslinger, I wore a horrifying thorny mindstar of storms and a wyrm's vined mindstar of flames, but didn't get any set bonuses, and it didn't show up as a completed set.
by lukep
Fri Jun 12, 2015 7:49 pm
Forum: Addons
Topic: Certain scripting possibilities?
Replies: 10
Views: 3101

Re: Certain scripting possibilities?

1: look at _M:addCombatTraining in Combat.lua for how to do this. IIRC the donator class (forget the name, the dwarf with shields) uses this so you can steal it there. 2: not sure what's happening here. 3: Your file structure goes [zip file] -> [tome-ranger folder] -> [init, data, overload, etc.], a...
by lukep
Fri Jun 12, 2015 4:43 am
Forum: Addons
Topic: [1.3.1] Magebow class
Replies: 57
Views: 17844

Re: [1.3.1] Magebow class

v20 out.

- minor bugfix. You can now look at bows without throwing an error.
by lukep
Thu Jun 11, 2015 2:46 am
Forum: Addons
Topic: [1.3.1] Magebow class
Replies: 57
Views: 17844

Re: [1.3.1] Magebow class

...I had plans for an entire class based around a mage who uses arrows without actually having a bow. Do it! There's always room for more classes, even more mana-using, non-bow-wielding, archer/mage hybrid classes. Everyone has their own ideas, and it would be a shame to lose out on yours just beca...
by lukep
Wed Jun 10, 2015 5:57 am
Forum: Addons
Topic: [1.3.1] Magebow class
Replies: 57
Views: 17844

Re: [1.3.1] Magebow class

Magebow v19 out - Fixed compatibility issues, hopefully. The two superloads now call back the base functions instead of replacing them. - Fixed a bug with Magical Draw always giving 70% DEX/50% MAG scaling regardless of level. Now it properly gives 70% DEX/40% STR/10% MAG at level 1, 70/30/20 at lvl...
by lukep
Sun Jun 07, 2015 5:49 am
Forum: Addons
Topic: [Request] Corrupted Strength in it's own talent category
Replies: 7
Views: 2224

Re: [Request] Corrupted Strength in it's own talent category

Ah, that's a second problem you'll have to deal with. Adventurers get their talents by looking at all of the existing classes and grabbing the categories from there. You need to make a class with your custom talent tree in it, even if it isn't a playable class. EDIT: oops, it looks like you've cover...
by lukep
Sat Jun 06, 2015 11:58 pm
Forum: Addons
Topic: [Request] Corrupted Strength in it's own talent category
Replies: 7
Views: 2224

Re: [Request] Corrupted Strength in it's own talent category

For that melee attack, you need to look at mod/class/Actor.lua, find "function _M:postUseTalent(ab, ret, silent)" (which contains Corrupted Strength's code) and use a hook/superload to add your own version of that bit.
by lukep
Sat Jun 06, 2015 10:19 pm
Forum: Addons
Topic: [1.3.1] Magebow class
Replies: 57
Views: 17844

Re: [1.3.1] Magebow class

v18 is out after a >1 year break... - Magical Feed buffed: Now it drains resources at raw talent level, and gives it at effective talent level. - Code cleanup: Elemental/Disable gets its numbers from the right place and displays it in the info. Magical Throw's mana drain no longer uses hooks. - Supe...
by lukep
Mon Nov 17, 2014 6:28 am
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 595
Views: 206639

Re: Porting ToME2 to the T4 engine

I have a couple reworks that I need to code in (mainly moving it from one set per actor to one set per game) which would enable things like proper names and icons, but this is 100% working. It's set up similar to the poisons/traps skills, in that there is one talent available to the player, which al...
by lukep
Fri Nov 14, 2014 3:06 am
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 595
Views: 206639

Re: Porting ToME2 to the T4 engine

Hey Zizzo, I got a Thaumaturgy skill working in ToME 4. It has: - random selection of elements and attack shape (all 12 damage types, and bolt/beam/cone/ball for shapes) - increasing damage for the later talents - The talents are randomized when you learn your first one, and can thereafter be learne...
by lukep
Tue Mar 11, 2014 2:05 am
Forum: Modules
Topic: 7DRL Challenge 2014
Replies: 12
Views: 9586

Re: 7DRL Challenge 2014

Just started today. Haven't made much progress, but haven't run into unexpected problems either.