Search found 261 matches
- Thu May 16, 2013 2:28 pm
- Forum: Addons
- Topic: Graphical clock for ToME 1.0.1
- Replies: 61
- Views: 31601
Re: Graphical clock for ToME 1.0.1
Jotwebe, I'm probably done with coding addons for Tome (at least for a good long while). I'm not sure of the feasibility of some of the things your're talking about, but I encourage you to take a look at the code and see if you can make it work as you'd prefer. It's less complicated than you might t...
- Wed May 08, 2013 1:47 pm
- Forum: Bugs Archive
- Topic: [1.0.1] Two errors in Mind Storm lua code ???
- Replies: 4
- Views: 1598
Re: [1.0.1] Two errors in Mind Storm lua code ???
Here is a section of the Mind Storm lua code: Two questions. (1) should for x, yy in pairs(grids) do for y, _ in pairs(grids[x]) do be for x, y in pairs(grids) do for y, _ in pairs(grids[x]) do No-- although it doesn't really matter, your code is equivalent to the existing code (yy is not used, and...
- Wed May 08, 2013 1:16 pm
- Forum: Development
- Topic: Trouble with canSee, et al
- Replies: 9
- Views: 6431
Re: Trouble with canSee, et al
I just tried this out, then tested it by summoning a banshee, and calling spotHostiles from the console (I just copy/pasted your function to player:spotHostiles). I was getting the banshee in the list of seens even when the banshee was not being drawn to the screen. (Curious, I also enabled auto-att...
- Wed May 08, 2013 12:43 pm
- Forum: Addons
- Topic: Beta testing for new class: Fated!
- Replies: 99
- Views: 189667
Re: Beta testing for new class: Fated!
That'd be awesome-- but I wouldn't do it just yet. There are probably some changes in the works, so you might be better off waiting before starting.
- Sun May 05, 2013 3:17 pm
- Forum: Character Reports
- Topic: Tfourther - another failed attempt at grasping this game
- Replies: 10
- Views: 3513
Re: Tfourther - another failed attempt at grasping this game
A few other points: 1) At that level, you should have received 2 category points. It looks like you put points into Bloodthirst and, what, category mastery of 2H Maiming? Because of that, you only have three infusions. Instead of category mastery 2H maiming, you could have a fourth infusion-- either...
- Sat May 04, 2013 4:34 pm
- Forum: Addons
- Topic: Beta testing for new class: Fated!
- Replies: 99
- Views: 189667
Re: Beta testing for new class: Fated!
Is Agonist a renamed Champion or is the Champion still a planned class? Either way keep up the good work, you guys are awesome! I'll give this class a whirl as soon as I beat the game(finally :D ). The Agonist was my vision of Fayd's Champion. After I created it, Fayd said, "No, that's not wha...
- Fri May 03, 2013 2:57 pm
- Forum: Addons
- Topic: Beta testing for new class: Fated!
- Replies: 99
- Views: 189667
Re: Beta testing for new class: Fated!
Lets get some infos on Agonist! Melee based, should pump WP, maybe Cunning, no weapon preference. Combat Veteran, Battle Tactics (locked), Combat Training, Conditioning, Field Control (locked), Mobility (locked). Generics: Felicity + Disaster. Onuses : Vendetta, Itinerancy, Geas, and Nemesis. Vende...
- Fri May 03, 2013 2:33 pm
- Forum: Addons
- Topic: Graphical clock for ToME 1.0.1
- Replies: 61
- Views: 31601
Re: Graphical clock for ToME 1.0.1
I like the idea, but the clock representation threw me off. So (mostly as a coding exercise since this is my first addon) I'm going to make my own version that throws up a buff icon or text (probably buff) when you have an extra move of some sort. Maybe add on from there, we'll see. Love the level ...
- Fri May 03, 2013 5:55 am
- Forum: Addons
- Topic: Beta testing for new class: Fated!
- Replies: 99
- Views: 189667
Re: Beta testing for new class: Fated!
Fated b14. -- New melee Fortune-based class: Agonist --New graphic from rexorcorum for Sol Exorcismus --Various bugfixes (incl walking on lava, sorry bout that) --Fortune now decays when above neutral; fortune no longer starts at/near max --Characters with a Fortune pool can now see their own and ot...
- Tue Apr 30, 2013 2:50 pm
- Forum: Ideas
- Topic: Rework gems
- Replies: 20
- Views: 7855
Re: Rework gems
When affixing a gem into a ring, have it gain the gem bonuses and a random green(single, lesser) ego. That seems like a good idea to me. Would be easy to keep it from affecting alchemy-- don't do it under those circumstances, or do it with a much lower ego resolver. It would make Linnir's quest wor...
- Tue Apr 30, 2013 2:24 pm
- Forum: Development
- Topic: Trouble with canSee, et al
- Replies: 9
- Views: 6431
Re: Trouble with canSee, et al
I want to (actually have made, just ugly): when a player is targeted by something they're unaware of, give them a timed effect that, amongst other things, makes them aware of the targeter. The two parts of this that are hard: a) figuring out if they're aware of an invisible or stealthed actor b) dis...
- Mon Apr 29, 2013 10:39 pm
- Forum: Ideas
- Topic: Rework gems
- Replies: 20
- Views: 7855
Re: Rework gems
Pardon the Petrified Wood thing. You're right that I missed that (although I think you'll agree that this rare artifact gem is not much, if any, of an upgrade on several of the rings in that character's inventory). And of course, if you can imbue, you will imbue what you can. It doesn't change the f...
- Mon Apr 29, 2013 10:01 pm
- Forum: Ideas
- Topic: Rework gems
- Replies: 20
- Views: 7855
Re: Rework gems
Probably, SageAcrin, a lot of this comes down to differences in how we play. Before I started modding, I'd play Cursed on Roguelike-- which is probably why I never noticed that Bloodstone, since 60% stun resist wouldn't be any better for me than 25% (which is easy to find, and comes with some other ...
- Mon Apr 29, 2013 7:59 pm
- Forum: Ideas
- Topic: Rework gems
- Replies: 20
- Views: 7855
Re: Rework gems
There's several confusing assumptions in that, such as the assumption that stralite amulets are somehow less random than voratun amulets(both can be found randomly, and I don't believe there's a reliable source of them in the game, barring Atamathon for voratun) You're right. Tier 4 is not guarante...
- Mon Apr 29, 2013 7:00 pm
- Forum: Development
- Topic: Trouble with canSee, et al
- Replies: 9
- Views: 6431
Re: Trouble with canSee, et al
canSee does cache-- it gives consistent results on any given tick for which its called. The problem is that those results have nothing to do with whether the target's image has been drawn to the screen or not. Calling it on either the player's tick or the potentially invisible target's tick doesn't ...