Search found 2207 matches
- Wed Feb 11, 2026 3:36 am
- Forum: Development
- Topic: Master of Disasters
- Replies: 4
- Views: 10828
Re: Master of Disasters
[sound F/X: source diving] Looks easy enough. I'm assuming you want accuracy increased by the same amount as physical/spell/mind/steam power. I've taken a stab at it; let me know if this is what you had in mind.
- Wed Feb 11, 2026 3:34 am
- Forum: Addons
- Topic: [v1.7.0+,EoR] Slightly More Masterful of Disasters
- Replies: 0
- Views: 241
[v1.7.0+,EoR] Slightly More Masterful of Disasters
By request (We Apologize for the Delay™ :wink: ), I've whipped up a quickie Slightly More Masterful of Disasters addon, which changes the eponymous prodigy to boost accuracy by the same (pre-scaling) amount that it already boosts physical/spell/mind/steam power. Requires Embers (obviously :lol: ). [...
- Fri Feb 06, 2026 4:28 am
- Forum: General Discussion
- Topic: ♪ Christmastime is here… ♫
- Replies: 6
- Views: 25181
Re: ♪ Christmastime is here… ♫
Wow, 55 characters? How do you keep track of them all? I tried juggling a few alts in another game and quickly got overwhelmed. I ended up sticking to one main character, focusing on maxing them out. Heh. :mrgreen: It helps that I have a frighteningly over-elaborate Perl script that scrapes informa...
- Fri Feb 06, 2026 4:23 am
- Forum: Addons
- Topic: Voidslime (Demented class Oozemancer)
- Replies: 11
- Views: 2258
Re: Voidslime (Demented class Oozemancer)
Been getting two similar bugs a lot: Lua Error: /engine/utils.lua:2833: bad argument #1 to 'line_base' (number expected, got nil)\ At [C]:-1 \ At [C]:-1 line_base\ At /engine/utils.lua:2833 line\ At /engine/interface/ActorProject.lua:72 project\ At /data-voidslime_class/talents/liquidbody.lua:92 \ A...
- Mon Feb 02, 2026 5:10 am
- Forum: Addons
- Topic: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
- Replies: 526
- Views: 2236462
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
*whew* Good to hear.
In the meantime, pushing out v17h.12 for both, with a new feature in Enhanced Object Compare.
- Mon Feb 02, 2026 5:08 am
- Forum: Addons
- Topic: [v1.0.4-1.0.5] Enhanced Object Compare
- Replies: 57
- Views: 127640
Re: [v1.0.4-1.0.5] Enhanced Object Compare
Got a Zilquish character going, and I missed being able to <ctrl>-compare my internalized mindstar with mindstars in my inventory. This is similar to our handling of mecharachnids' tail mount, and easy enough to add; that's going out in v4b. It occurs to me, though (as demonstrated by this case), th...
- Tue Jan 20, 2026 5:09 am
- Forum: Ideas
- Topic: New setting for the effect bar
- Replies: 1
- Views: 1083
Re: New setting for the effect bar
[sound F/X: source diving] Ooh, tricky; the place in the code where you'd need to throw a metaphorical "carriage return" between the sustains and the beneficial effects is buried deep in the Minimalist UI's :displayBuffs() method. You'd probably have to replace that method entirely, which...
- Mon Jan 12, 2026 3:43 am
- Forum: Addons
- Topic: [v1.7.0+,EoR] Prompt to Deactivate Heavy Weapons
- Replies: 1
- Views: 802
Re: [v1.7.0+,EoR] Prompt to Deactivate Heavy Weapons
In continued play with my Shield Annihilator character, I've found something else that shield-using Annihilators would find annoying: the "charge" display of the Capacitor Discharge effect shows a maximum of two digits, making it annoying sometimes to check how close you are to maximum cha...
- Thu Jan 08, 2026 8:52 pm
- Forum: Addons
- Topic: [v1.7.0+,EoR] Prompt to Deactivate Heavy Weapons
- Replies: 1
- Views: 802
[v1.7.0+,EoR] Prompt to Deactivate Heavy Weapons
Started up a new character loosely based on Fashj's Shield Annihilator build (like I need an excuse… :oops: :mrgreen: ), and ran headlong once again into the main problem I've always had with Annihilators' heavy weapon talents (Flamethrower, Boltgun, and especially for this build, Shockstaff). See, ...
- Tue Jan 06, 2026 2:22 am
- Forum: Addons
- Topic: [v1.7.0+] Bugnibus Bugfix Pack
- Replies: 7
- Views: 8264
Re: [v1.7.0+] Bugnibus Bugfix Pack
*sigh* Aaand Bugnibus v1.0.3 picks up a stupid tiny bugfix from UI Hardening.
- Tue Jan 06, 2026 2:21 am
- Forum: Addons
- Topic: [v1.7.0+] UI Hardening
- Replies: 3
- Views: 9481
Re: [v1.7.0+] UI Hardening
[sound F/X: forehead repeatedly striking desk] Stupid copy/paste error… :oops: :oops: The UI protection works right, but I was trying (and failing :oops: ) to record whatever error message we were catching and recovering from into the log file for posterity and possible later bugfixing. Anyway, tha...
- Tue Jan 06, 2026 12:04 am
- Forum: Addons
- Topic: Voidslime (Demented class Oozemancer)
- Replies: 11
- Views: 2258
Re: Voidslime (Demented class Oozemancer)
Also got this error which locked the game into a UI error loop [LOG] Prey casts #{bold}##PURPLE#Rot Tendrils.#{normal}##LAST# [SPELL CRIT %] 44.463924683679 [LOG] #{bold}#Prey's spell attains critical power!#{normal}# [LOG] Orc soldier is Falling Apart. Lua Error: /data-voidslime_class/timed_eff.lu...
- Tue Jan 06, 2026 12:00 am
- Forum: Addons
- Topic: [v1.7.0+] Bugnibus Bugfix Pack
- Replies: 7
- Views: 8264
Re: [v1.7.0+] Bugnibus Bugfix Pack
Bugnibus v1.0.2 picks up increased protection from UI Hardening.
- Mon Jan 05, 2026 11:57 pm
- Forum: Addons
- Topic: [v1.7.0+] UI Hardening
- Replies: 3
- Views: 9481
Re: [v1.7.0+] UI Hardening
Found another place where the UI needs to wrap something in a pcall(): calls to a temporary effect's .charges() method, which returns, for instance, Damage Shield's remaining shield power to be displayed in the buffs display. Recently tripped over an addon-defined temporary effect where that breaks ...
- Sun Jan 04, 2026 10:14 pm
- Forum: Addons
- Topic: [v1.7.0+] Youkai Tweaks
- Replies: 1
- Views: 906
Re: [v1.7.0+] Youkai Tweaks
Got a couple Mekurabe-related tweaks for v1a: When they move, Mekurabe gain the Rolling effect, boosting their movement speed, stealth and defense and channging their appearance to a big skull. The player's party members also gain this effect — including the appearance change, which I find disconcer...