Search found 35 matches

by Emaster
Sun Nov 01, 2020 4:51 am
Forum: Bugs Archive
Topic: Frigid Plunge isn't healing minions
Replies: 2
Views: 1242

Frigid Plunge isn't healing minions

The Rime wraith effect, when going through skeleton minions, doesn't heal them, displaying a message:

[Minion] can not be healed this way.
by Emaster
Tue Mar 14, 2017 1:08 am
Forum: Bugs Archive
Topic: [1.5.0] All but first Chant talents have impossible prereqs
Replies: 6
Views: 3630

Re: [1.5.0] All but first Chant talents have impossible prer

Also the sun paladin quest escort might be a good idea to be updated.

Rescued one as a sun paladin and the talents rewards did not make sense as I already had the talents.
by Emaster
Thu May 30, 2013 1:43 am
Forum: Addons
Topic: [1.0.4] New Class: Warrior/Battledancer Beta testing
Replies: 9
Views: 5156

[1.0.4] New Class: Warrior/Battledancer Beta testing

Hello everyone! I have been poking the code a lot and actually my coding skills have improved a lot! In this addon I learned how to manipulate particles (kinda), adding a new resource, how knockback works, about fov, using while X,Y in pairs() and many other things. So I present to the community the...
by Emaster
Wed May 29, 2013 2:07 pm
Forum: Bugs Archive
Topic: [1.0.4] Debuffing is not that useful.
Replies: 5
Views: 1493

Re: [1.0.4] Debuffing is not that useful.

He's saying that debuffs to enemy *power stats are only affecting their base (pre-stat) value - a critter might have 5 base spell power, and then have 50 magic adding another 30 or whatever it works out to with the diminishing returns. A debuff of 20 to this critter would only reduce their spell po...
by Emaster
Wed May 29, 2013 1:36 am
Forum: Bugs Archive
Topic: [1.0.4] Prox's Lucky Halfling Foot not applying debuff.
Replies: 4
Views: 2205

[1.0.4] Prox's Lucky Halfling Foot not applying debuff.

This artifact when is worn by halfling has a special function but is not working 100% properly. On boss-artifacts.lua: 1347 self:specialWearAdd({"wielder","inc_stats"}, { [Stats.STAT_LCK] = -10}) -- Overcomes the +5 Bonus and adds a -5 penalty 1348 self:specialWearAdd({"wiel...
by Emaster
Wed May 29, 2013 1:26 am
Forum: Bugs Archive
Topic: [1.0.4] Debuffing is not that useful.
Replies: 5
Views: 1493

[1.0.4] Debuffing is not that useful.

Debuffing spellpower, physical power and mental power will only work if the target already has a positive value in these variables because the code only considers these value as 0 or positive. This means if a creature has base 0 spellpower but 100 magic and get's a spellpower debuff (like Intimidate...
by Emaster
Mon May 27, 2013 3:41 am
Forum: Bugs Archive
Topic: [1.0.4] Unlearning pool talents
Replies: 2
Views: 1325

[1.0.4] Unlearning pool talents

Bug: If a player unlearns all talents that use a pool he will keep the talent pool Example: Create an adventurer, learn 1 talent (an spell, or anything), unlearn it and the pool will stay. Problem: In actor.lua: http://git.develz.org/?p=tome.git;a=blob;f=game/modules/tome/class/Actor.lua#l3227 -- Ch...
by Emaster
Wed May 15, 2013 6:06 pm
Forum: Ideas
Topic: Make siding with the assassin lord better
Replies: 25
Views: 5269

Re: Make siding with the assassin lord better

Actually would be really cool to have some kind of rogue alliance so players could have another option to side with. Right now the only in-game decision is going Anti Magic or not. Lorewise also sounds cool. Is strange in Maj'Eyal the non gifted people haven't formed an alliance to protect against t...
by Emaster
Wed May 01, 2013 4:43 pm
Forum: General Discussion
Topic: The Elementalist Achievement
Replies: 6
Views: 2735

Re: The Elementalist Achievement

satanicmoogle wrote:It says you need to max all 4 elemental spell talents. How is this possible when that would take 80 points but you only get 60-64 by level 50?
Maybe can be done on infinite dungeon.
by Emaster
Wed May 01, 2013 4:25 am
Forum: Bugs Archive
Topic: Bug: Objects spawning in walls
Replies: 1
Views: 728

Bug: Objects spawning in walls

I was playing with my next new addon and I found a bug with map generation. My addon doesn't modify map generation in any way. While walking through wall in ruins of kor'pul (cheat mode was on, not sure this affect something) I found a chest in walls. http://img5.imageshack.us/img5/6209/bug1pv.png A...
by Emaster
Mon Apr 29, 2013 8:51 pm
Forum: Ideas
Topic: Racial differences
Replies: 15
Views: 5770

Re: Racial differences

How about if racial power instead of being a category (using generic points, which affects classes with more generic categories) they are moved to an special area called "racial" (a button next to the prodigies) and they use "Race" points? All races start with 1 race point free, ...
by Emaster
Mon Apr 29, 2013 7:01 pm
Forum: Ideas
Topic: Racial differences
Replies: 15
Views: 5770

Re: Racial differences

I'd also like to see some race-specific prodigies, not to replace the current list, but maybe add another row that's racial, with one racial prodigy option for each stat. I was thinking about something like this. Create 6 generic or class talent category named "Stat/ Greater XXX". For exa...
by Emaster
Mon Apr 29, 2013 1:44 am
Forum: Ideas
Topic: Expanding Mindstars for other classes
Replies: 28
Views: 6553

Re: Expanding Mindstars for other classes

It's very frustrating trying to do a mindstar melee character (Mindslayer, for instance) because you have to try to scrape together 750g while being unable to invest in a weapon mastery, and the options presented by Wilder for such a playstyle are poor. You can remove points on talent if you didn't...
by Emaster
Fri Apr 26, 2013 10:33 pm
Forum: Addons
Topic: [v1.0.1] New weapon: Double-sided weapons
Replies: 12
Views: 5908

Re: [v1.0.1] New weapon: Double-sided weapons

MisiuPysiu wrote:Im not shure the bonus damage from the mastery is working. I switched from a normal 2h to an artifact 2blade and my damage fell from 170 per hit to 70.


cheers.
Indeed was not working, small bug with a capital letter missing.

Just uploaded new version with the bug fixed!
by Emaster
Fri Apr 26, 2013 3:51 pm
Forum: Ideas
Topic: Optional events/dungeons to prevent earlygame repetitiveness
Replies: 36
Views: 10378

Re: Optional events/dungeons to prevent earlygame repetitive

Scintillating Caves: A group of adventurers from zigur went inside this area. Zigur send them to test their abilities against the magical creatures found in this cave. The player have the chance to help them destroy the arcane users, side with the crystals and destroy the non magical beings... or de...