Search found 32 matches

by Kaballah
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...
by Kaballah
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.
by Kaballah
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?
by Kaballah
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...
by Kaballah
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...
by Kaballah
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 :mrgreen:
by Kaballah
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...
by Kaballah
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...
by Kaballah
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!
by Kaballah
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...
by Kaballah
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...
by Kaballah
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...
by Kaballah
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.
by Kaballah
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 ...