I got in touch with this flag occasionally but I could not understand what does this mean.
Can any of you tell me how this flag works? Thanks.
Search found 29 matches
- Thu Apr 12, 2018 3:38 pm
- Forum: Addons
- Topic: What does "is_object_use" mean?
- Replies: 1
- Views: 1375
- Tue Apr 03, 2018 7:13 pm
- Forum: Metaclass: Adventurers
- Topic: dado's Arcanewarden guide
- Replies: 31
- Views: 45211
Re: dado's Arcanewarden guide
I have several questions related to this build: (1)Since you are going to use the Eldritch shield and doom shield (and also demon pact) simultaneously, how did you manage to keep the equilibrium? (2)This build has huge damage while its mobility of seems to be a problem. Is it possible to get enough ...
- Wed Mar 21, 2018 4:26 am
- Forum: Addons
- Topic: Bugfix Pack 1.1.7
- Replies: 15
- Views: 8668
Re: Bugfix Pack 1.0.1
By the way, one more possible bug for the talent shard (earthen power T3)
By my testing, this talent uses the attacker's talent level when calculating the damage, so it's usually zero (the attacker cannot know shard) and the damage would always be 40% that is the lower limit.
By my testing, this talent uses the attacker's talent level when calculating the damage, so it's usually zero (the attacker cannot know shard) and the damage would always be 40% that is the lower limit.
- Wed Mar 21, 2018 2:01 am
- Forum: Addons
- Topic: Bugfix Pack 1.1.7
- Replies: 15
- Views: 8668
Re: Bugfix Pack 1.0.1
Besides, could you please also make your addon compatible with translations?
- Wed Mar 21, 2018 1:32 am
- Forum: Addons
- Topic: Bugfix Pack 1.1.7
- Replies: 15
- Views: 8668
Re: Bugfix Pack 1.0.1
There is a bug related to the off-hand penalty of stone warden and the damage of Shield of Light when using steam saw. (If you are not interested in details, please just read what in red.) First, let's see the definition of shield: special_combat = { talented="shield", accuracy_effect=&quo...
- Mon Mar 19, 2018 4:53 am
- Forum: Addons
- Topic: Questions on modding the terrain and npc graphs
- Replies: 0
- Views: 1066
Questions on modding the terrain and npc graphs
I attempted working on the Oldrpg addon in order to allow it work in 1.5.5. One simple method I tried was simply changing the folder "oldrpg" to "shockbolt" so that I hoped it would overrite the original graphs. However, only the player's graphs are modified in the game by doing ...
- Thu Mar 08, 2018 4:03 pm
- Forum: Metaclass: Adventurers
- Topic: Chronosteamdemon (now with Bows)
- Replies: 15
- Views: 10032
Re: Chronosteamdemon (now with Bows)
A small tip for avoiding self-suicide: Every time you kill all foes on the screen, hit "Z" to auto-explore. If you cannot auto-explore, it usually means that your fireball is flying on the way. So you can block or do something else to protect yourself. Make sure you stop the auto-explore s...
- Mon Mar 05, 2018 12:46 am
- Forum: Metaclass: Adventurers
- Topic: Dual Shields: Procs for the win ( Insane )
- Replies: 13
- Views: 9220
Re: Dual Shields: Procs for the win ( Insane )
Help! I cannot attach demon seeds to my mainhand shield. If I click the seed in the inventory and select attach, the game just tells me that there is no applicable equipment for this seed. Maybe even a shield in mainhand is still a shield so I cannot attach mainhand-only seed to it? Then how could I...
- Sat Mar 03, 2018 1:56 pm
- Forum: Addons
- Topic: [v1.5.0+] Proper Possession/Possessor Tweaks
- Replies: 26
- Views: 28055
Re: [v1.5.0+] Proper Possession/Possessor Tweaks
That's awesome! Thank you very much for the explanation.
- Fri Mar 02, 2018 1:40 pm
- Forum: Addons
- Topic: [v1.5.0+] Proper Possession/Possessor Tweaks
- Replies: 26
- Views: 28055
Re: [v1.5.0+] Proper Possession/Possessor Tweaks
After a series of try-and-error work, I found out the key codes (in other words, the difference between the new and old versions) to solve the healing problem for adventurer is: TD.T_POSSESS.info = function(self, t) local text = t.addon.possessor_fixes.orig_info(self, t) -- Strip out the bit about l...
- Wed Feb 28, 2018 3:42 am
- Forum: Addons
- Topic: [v1.5.0+] Proper Possession/Possessor Tweaks
- Replies: 26
- Views: 28055
Re: [v1.5.0+] Proper Possession/Possessor Tweaks
The bodies storage problem you mentioned could be solved by learning Bodies Reserve before Possess. Besides, could you please spend some time explaining what you did? It may be a good opportunity for me to learn something in modding. Thanks. I got in touch with a very strange problem with the Proper...
- Tue Feb 27, 2018 4:39 pm
- Forum: Addons
- Topic: [v1.5.0+] Proper Possession/Possessor Tweaks
- Replies: 26
- Views: 28055
Re: [v1.5.0+] Proper Possession/Possessor Tweaks
I got in touch with a very strange problem with the Proper Possession add-on: If I allow adventurers to use the possession talents (via other addons, obviously), they cannot get healed or regenerated in an assumed form! The stored level effect works just fine, though. I tested the case for possessor...
- Wed Feb 14, 2018 3:55 am
- Forum: Development
- Topic: Question on editing mod/resolvers.lua using superload
- Replies: 7
- Views: 4316
Re: Question on editing mod/resolvers.lua using superload
Thank you for your great guidance. Now I'm doing something like: in hooks/load.lua: class:bindHook("ToME:load", function(self, data) function resolvers.calc.moddable_tile(t, e) --Some modifications end end) This seems to be working fine. But is this exactly what you meant? I just want to m...
- Tue Feb 13, 2018 4:36 am
- Forum: Development
- Topic: Question on editing mod/resolvers.lua using superload
- Replies: 7
- Views: 4316
Re: Question on editing mod/resolvers.lua using superload
I double checked the tome-1.5.5 module and there is a file tome-1.5.5.team\mod\resolvers.lua, and overloading this file does work so I believe the problem is how to edit the file by superloading it. Unless I'm really confused (which does happen), I think your problem here is that mod/resolvers.lua d...
- Mon Feb 12, 2018 3:11 pm
- Forum: Development
- Topic: Question on editing mod/resolvers.lua using superload
- Replies: 7
- Views: 4316
Re: Question on editing mod/resolvers.lua using superload
Thank you for your detailed analysis. However even I removed the _M: just as you said, it still did not work at all. I may have to use overload instead, though I really hate overload, LOL. Most mod/engines files have the following structure require(...) function _M:foo(...) function _M:bar(...) In t...