Geists! [Slowly getting closer to done!]

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NemesisZeru
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Re: Geists! [Repair help desperately needed!]

#31 Post by NemesisZeru »

Zaive wrote:I'll see if I can throw something together. Some questions though:

Is the damage supposed to be quadrupled if they're both stealthed and invis for some reason?

Why is 'target' and 'a' 2 separate variables even though they're both set to game.level.map(x, y, Map.ACTOR)? Should 'a' be map.TERRAIN instead or something?
Oh, that'd be awesome!

And quadrupled? No? ...Oh. I forgot to have it only be either or(So you'd just get x2 if both, not x4). My bad. x3

Unveil is supposed to do tons of damage to stealth/invis'd people, but x4 would probably be a bit much. :P

As for the target thing...Iunno. I just cobbled together bits of code(Bellowing Roar, sunlight infusion and some damage type stuff from uh, the paradox tree that does extra damage to pinned targets), in the hopes it'd work. ^.^;

Zaive
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Re: Geists! [Repair help desperately needed!]

#32 Post by Zaive »

[BIRTHER] Applying descriptor Geist
Lua Error: /engine/Birther.lua:368: 'for' limit must be a number
At [C]:-1
At /engine/Birther.lua:368 apply
At /mod/dialogs/Birther.lua:292 fct
At /mod/dialogs/Birther.lua:191 checkNew
At /mod/dialogs/Birther.lua:241 atEnd
At /mod/dialogs/Birther.lua:63 fct
At /engine/ui/Button.lua:64 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:558 mouseEvent
At /hooks/marson-dev/load.lua:426 fct
At /engine/Mouse.lua:56

Happens when I try to start the game as a Geist. No idea what is going on here. It was working before I downloaded the new version...
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NemesisZeru
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Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Geists! [Repair help desperately needed!]

#33 Post by NemesisZeru »

Zaive wrote:[BIRTHER] Applying descriptor Geist
Lua Error: /engine/Birther.lua:368: 'for' limit must be a number
At [C]:-1
At /engine/Birther.lua:368 apply
At /mod/dialogs/Birther.lua:292 fct
At /mod/dialogs/Birther.lua:191 checkNew
At /mod/dialogs/Birther.lua:241 atEnd
At /mod/dialogs/Birther.lua:63 fct
At /engine/ui/Button.lua:64 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:558 mouseEvent
At /hooks/marson-dev/load.lua:426 fct
At /engine/Mouse.lua:56

Happens when I try to start the game as a Geist. No idea what is going on here. It was working before I downloaded the new version...
No clue what's going wrong here, either. Geists are an endless spiral of bugs and despair. ;3;

Edit: I - up starting talents. "T_CURSED_FORM" was just "FORM". Derp.

Edit2: Even that's wrong. Should be T_UNNATURAL_BODY. Cursed Form is the tree not the talent ffs

NemesisZeru
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Re: Geists! [Repair help desperately needed!]

#34 Post by NemesisZeru »

Geists are getting a new name and lore! And a new topic once they're functional

In the meantime...Unveil is a mess.

http://pastebin.com/DX1Gshs5


(What was said, so that I remember what the problems were, unlike the Enveil loop thing where I forgot to save the info and couldn't remember)
[23:28] <Droideleb> Aah now I remember
[23:28] <Droideleb> This is the one you tried converting from a damage type
[23:29] <Droideleb> Someone else here should help you, I should really try to fall asleep
[23:29] <Droideleb> But #1 you have the wrong parameters for the action function
[23:29] <ratbuddy> night seb
[23:30] <Droideleb> #2 the if that checks for stealth isn't closed off by an end properly
[23:30] <Droideleb> And #3 you need target stuff to actually get x and y since that isnt passed to action at all
[23:31] <Droideleb> But I can't really help with that at.
[23:31] <Droideleb> ATM*

So, anyone wanna help me make Unveil a bit less of a mess? I fixed the x4 stealth/invis damage thing, but it still has a ways to go.

Zaive
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Re: Geists! [Repair help desperately needed!]

#35 Post by Zaive »

Still looking through unveil myself.

In the meantime, you might want to take a look at the code for dirty fighting. It deals a stun effect directly without bothering with damage types at all, so it could make things easier.

I should note that LUMINESCENCE is a physical status type, which means that it checks power against the enemy's physical save. If you want it to act against magic or mental save, you're gonna have to basically copy-paste it into new effect and change it's type.
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grayswandir
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Re: Geists! [Repair help desperately needed!]

#36 Post by grayswandir »

I think you can do something like apply_save = 'combatSpellResist'. It'll still be a physical effect, though.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
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Zaive
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Re: Geists! [Repair help desperately needed!]

#37 Post by Zaive »

Okay, so I threw together a thing. I have no idea whether it works or not but it could be a starting point?

The status effects still need a duration, apply power, and the confusion % power of the confuse effect though, so I just made some empty functions that you can throw whatever into. (I put ALL CAPS COMMENTS in front of them so you should be able to find them). The apply power and duration are the same for the Luminescence and Confusion effects, though. I hope that's alright.

edit: Okay so you can't put a .lua file on the forums hold on a second

edit2: Removing the file because I'm pretty sure it's just completely wrong
Last edited by Zaive on Sat Jul 26, 2014 6:35 pm, edited 2 times in total.
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NemesisZeru
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Re: Geists! [Repair help desperately needed!]

#38 Post by NemesisZeru »

Zaive wrote:Okay, so I threw together a thing. I have no idea whether it works or not but it could be a starting point?

The status effects still need a duration, apply power, and the confusion % power of the confuse effect though, so I just made some empty functions that you can throw whatever into. (I put ALL CAPS COMMENTS in front of them so you should be able to find them). The apply power and duration are the same for the Luminescence and Confusion effects, though. I hope that's alright.

edit: Okay so you can't put a .lua file on the forums hold on a second
Yeah, that's why I've been 7zing the files. :P

I'll take a look, though. Most likely later tonight or tomorrow. I haven't played ToME in about two weeks because of all this Geist work. Gonna take a few hours to at least play the game before diving back into the code. :3

NemesisZeru
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Re: Geists! [Repair help desperately needed!]

#39 Post by NemesisZeru »

This project definitely isn't forgotten. I feel awful for kinda letting everyone down, but they're broken as heck, and I'm not sure how to fix it. :C
Attachments
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Zaive
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Re: Geists! [Repair help desperately needed!]

#40 Post by Zaive »

Here's another shot at unveil... I think it should at least give you an idea of how you can make it work? Basically you can create a projector function inside the talent and then call self:project(x, y, projector) to activate the projector function on everything in the range of the attack. THEN you can get the target inside the projector function and check/set status effects and stuff from there.
I've used this method on a different talent, so I'm fairly certain it works. Haven't tested this code itself though.

And remember to change it back to a .lua...
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unveilStuff.txt
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Zaive
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Re: Geists! [Repair help desperately needed!]

#41 Post by Zaive »

Did you ever figure out what caused enveil to deactivate over and over? The code is exactly like stealth so I'm lost.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

NemesisZeru
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Re: Geists! [Repair help desperately needed!]

#42 Post by NemesisZeru »

Zaive wrote:Did you ever figure out what caused enveil to deactivate over and over? The code is exactly like stealth so I'm lost.
Sorry for not replying! Been a bit busy the last few days. I'll test out Unveil once I get the addon itself working again. 99% of the time it'll just give me a lua error starting up, so gotta figure out the endless rabbithole of those first.

Nope, it's still an utter mystery, sadly. The code being exactly the same makes it all the weirder. I know Geists are supposed to be spooky, but this is getting kinda silly. x3

Zaive
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Re: Geists! [Repair help desperately needed!]

#43 Post by Zaive »

I think the issue there is that the starting talents aren't supposed to be in quotes in birth.lua.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

NemesisZeru
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Re: Geists! [Repair help desperately needed!]

#44 Post by NemesisZeru »

Zaive wrote:I think the issue there is that the starting talents aren't supposed to be in quotes in birth.lua.
The errors were coming from Vile Tactics, I think. Silly me forgot to set confusion values and the like for you Unveil, so it kept hitting the ????s and messing up, lol. That's what I get for coding when tired. x3

That said, if they're not supposed to be in quotes, how should they look? While not the immediate problem, if it's broke, I'll try to fix it. D:

Zaive
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Joined: Mon May 24, 2010 1:33 pm

Re: Geists! [Repair help desperately needed!]

#45 Post by Zaive »

talents = {
T_VILE_AIM = 1,
T_ENVEIL = 1,
T_UNNATURAL_BODY = 1,
T_CALL_SHADOWS = 1,
},

At least it doesn't break when starting up when it's like that.

I tried to fix a few things here and there. Mostly just description fixes. I'll post them up in a bit. Also, for some reason the forum refuses to indent the code even though it is in the edit box. Dunno what to do about that.

Twist the Veil: You need to define range inside the info function. Also remove the second % in %d%, since it'll make it expect another format variable.

Unveil: I posted above what I think it should look like (Completely untested though), but at least in the description the darkness damage %d%% should be changed to %0.2f (%d is whole numbers only, %0.2f goes to 2 decimal places and seems to be the norm for damage display, and %% makes the % sign actually show up in the description instead of being a format flag). The other %d% should be changed to %d, and the confusion power and turns needs to actually be added into the format.

Shadow Alliance:
change:
getCurrentIncrease = function(self, t)
if self:hasEffect(self.EFF_SHADOW_ALLIANCE) then
return self:hasEffect(self.EFF_SHADOW_ALLIANCE).power
else return 0
end
end,
At least changing it to that makes the game not break when trying to view its description, dunno about the actual skill effect.

In Actor.lua:
function _M:breakStealth()
if self:isTalentActive(self.T_ENVEIL) then
local chance = 0
if self:knowTalent(self.T_VEILED_THREAT) then
chance = self:callTalent(self.T_VEILED_THREAT,"getChance") + (self:getLck() - 50) * 0.2
end
-- Do not break stealth
if rng.percent(chance) then return end

self:forceUseTalent(self.T_ENVEIL, {ignore_energy=true})
self.changed = true
end
base_breakStealth(self)
end

The only thing that NEEDS to change to not break the game is base_breakStealth(self) at the end, but I think the other stuff *should* make Veiled Threat do what it's actually supposed to do. Not that I can actually make it work yet...
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

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