Search found 32 matches
- Sun Aug 05, 2012 8:25 pm
- Forum: Addons
- Topic: [b41] Faerie custom race
- Replies: 11
- Views: 3737
Re: [b41] Faerie custom race
I uploaded a minor update to have the Flight skill actually give the character the "fly" attribute: http://te4.org/games/addons/tome/faerie-custom-race/faerie-custom-race-v3 For most things this won't matter, but as I'm doing the "puddle" type map effects for glue and grease gren...
- Sun Aug 05, 2012 8:22 pm
- Forum: Addons
- Topic: [b41] Skirmisher class
- Replies: 13
- Views: 4490
Re: [b41] Skirmisher class
Thanks, I'll implement the rescale function and I'll increase the bonus from Secret Ingredient a bit.
- Sun Aug 05, 2012 6:47 am
- Forum: Addons
- Topic: [b41] Skirmisher class
- Replies: 13
- Views: 4490
Re: [b41] Skirmisher class
I need a little balancing advice: I want to base the strength of grenade effects (i.e. the number you save against) off your Cunning score. Is it okay to have the base strength just equal to Cunning, and have it improved by the Secret Ingredient skill? Will that be too high, too low?
- Sun Aug 05, 2012 1:00 am
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
- Sat Aug 04, 2012 9:02 pm
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
This seems to work: newDamageType{ name = "glue", type = "GLUE", projector = function(src, x, y, type, dam) DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam.dam) local target = game.level.map(x, y, Map.ACTOR) local reapplied = false if target then...
- Sat Aug 04, 2012 5:58 pm
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
Okay I actually have this working as I want it to - the first bolt hit applies a pin, and a lingering map effect also applies a pin, and they're being saved against correctly as far as I can tell. Now though, if you're sitting in the puddle of glue and on the previous turn you had failed (and you're...
- Sat Aug 04, 2012 3:36 pm
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
duh so it is
that's what I get for programming at 4am thanks
that's what I get for programming at 4am thanks

- Sat Aug 04, 2012 9:35 am
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
Why does this blow up when I try to execute the talent? power = function(self, t) local base = self:combatPhysicalPower() -- THIS LINE BLOWS UP if self:knowTalent(self.T_SECRET_INGREDIENT) then local bonus = self:getTalentLevel(self.T_SECRET_INGREDIENT) * 5 return base * (1 + (bonus/100)) else retur...
- Sat Aug 04, 2012 4:49 am
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
Okay, does this look like it will work? The idea is to throw a projectile, and have it a) pin on impact, assuming target actor fails save; and b) leave a map effect that will also try to pin on subsequent turns if the target stays in it. e: I want it to affect self if you happen to step into the pud...
- Sat Aug 04, 2012 1:38 am
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
Oh, okay, it looks like this function in actor.lua?
function _M:on_set_temporary_effect(eff_id, e, p)
where p is the effect's power? I don't see where p is passed in if it isn't explicitly given when you call it but I can see that it works anyway, that's fine. Thanks!
function _M:on_set_temporary_effect(eff_id, e, p)
where p is the effect's power? I don't see where p is passed in if it isn't explicitly given when you call it but I can see that it works anyway, that's fine. Thanks!
- Fri Aug 03, 2012 4:40 pm
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Re: Damage types that apply status effects vs. straight Effe
I've been looking around in code and I can see that setEffect is used in a lot of places with pinning and power is being set as a parameter - like in the rogue bear trap - and I'm pretty sure it can be resisted correctly after all, I just don't see why it works. It doesn't look like it ought to work...
- Fri Aug 03, 2012 5:32 am
- Forum: Development
- Topic: Damage types that apply status effects vs. straight Effects
- Replies: 14
- Views: 4333
Damage types that apply status effects vs. straight Effects
If I'm reading this correctly, it looks to me that when a talent applies a status effect directly via target:setEffect() is never resisted by saving throws. The "right way" to apply status effects by a damage type isn't it? E.g. instead of how Rushing Claws is done (straight setEffect X ro...
- Wed Aug 01, 2012 11:04 pm
- Forum: Addons
- Topic: [b41] Class Pack 1.03
- Replies: 44
- Views: 18813
Re: [b41] Class Pack 1.03
I haven't the faintest idea of how to do this using hooks, while I've already got it in via modifying Archery.lua (it's just pasting in 1 block for poisons). I don't think I'm up to figuring out how to do another method, I'm really a terrible programmer. Just the Grenades custom tree I'm trying to d...
- Tue Jul 31, 2012 7:35 pm
- Forum: Addons
- Topic: [b41] Skirmisher class
- Replies: 13
- Views: 4490
Re: [b41] Skirmisher class
Duh, it turns out Archery.lua pulls its crit chance and crit severity from Combat.lua, in the _M:physicalCrit function, so Lethality and Shadowstrike already work with projectiles. Just adding poisons will be pretty simple after all.
- Tue Jul 31, 2012 4:49 pm
- Forum: Addons
- Topic: [b41] Skirmisher class
- Replies: 13
- Views: 4490
Re: [b41] Skirmisher class
Thanks Bricks, after thinking about this a bit more and talking with people ingame, I don't really see anything amazingly broken with this concept. I'll go ahead and modify the base archery to enable these talents (Vile Poisons, Lethality and Shadowstrike). When it's done I'll work with Daftigod to ...