Search found 2207 matches

by Zizzo
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.
by Zizzo
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: ). [...
by Zizzo
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...
by Zizzo
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...
by Zizzo
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

Munie wrote: Wed Dec 10, 2025 3:16 pm EDIT: some random hickup of the interface on my part, it seems. I reset it, and it's back to normal.
*whew* Good to hear. :wink:

In the meantime, pushing out v17h.12 for both, with a new feature in Enhanced Object Compare.
by Zizzo
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...
by Zizzo
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...
by Zizzo
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...
by Zizzo
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, ...
by Zizzo
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.
by Zizzo
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...
by Zizzo
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...
by Zizzo
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.
by Zizzo
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 ...
by Zizzo
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...