[1.3.1] Magebow class

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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: [1.1.5] Magebow class

#46 Post by grayswandir »

Couldn't you give the addon a late priority and then do:

Code: Select all

descriptor_choices = getBirthDescriptor("world", "Maj'Eyal").descriptor_choices,
That way it will automatically make all the normally available choices available.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

dayna297
Low Yeek
Posts: 7
Joined: Tue Mar 25, 2014 11:01 pm

Re: [1.1.5] Magebow class

#47 Post by dayna297 »

Hello,

Although I don't have an error log. It seems that whenever I play this class and hit Lv. ~38 in the east, when I enter a dungeon (specifically the prides, not sure if it happens in other ones) the dungeon generation glitches and I receive a black screen and am unable to do anything. I can sort of fix this by going into developer mode and teleporting my character to a new location, but that specific dungeon/instance remains unplayable so it isn't really an option (plus dev mode invalidates my save. . .)

I do really enjoy this class and would like to finish a run on it if you ever fix this bug! If you're taking any suggestions on this class I'd be glad to pitch some ideas.

Oh yeah, I'm not sure if you meant for Magical Throw to stack with holding a Bow but it does. Just a heads up.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [1.3.1] Magebow class

#48 Post by lukep »

v18 is out after a >1 year break...

- Magical Feed buffed: Now it drains resources at raw talent level, and gives it at effective talent level.
- Code cleanup: Elemental/Disable gets its numbers from the right place and displays it in the info. Magical Throw's mana drain no longer uses hooks.
- Superloads updated for 1.3.1, it now works.
- The inventory quiver has been updated to match the general increase in power. It's still the best possible random elm arrows, but the best is better now.
- Elemental/Special shot updated. Greatly increased damage, and special bonuses based on Elemental Arrows' level (95% most damaging element instead of an equal split, range 7 instead of 0, 100% resistance penetration).

To Do:
- Add a bonus for Elemental/Special shot at level 5
- Add bonuses across the board for Ethereal/Special Shot.
- Somehow fix the talents' speed display while using Magical Throw
- Switch Magical Feed, Elemental Arrows, and Ethereal Arrows to callbacks instead of hooks.
- Fix AI tactical AI weights, targeting, and maybe add new talents so they can use the sustains effectively.

Direct download link, TE4 Page, Steam Page
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Ezeric
Low Yeek
Posts: 9
Joined: Tue Apr 22, 2014 12:14 am

Re: [1.3.1] Magebow class

#49 Post by Ezeric »

Hi there lukep,

So I've been trying out the updated magebow class. First I want to say that when I originally played it, even with several issues, it was my favorite archery class ever in a game. Now on to the updated version... I can't play it. Everything I do throws an error; right-clicking on skills, attacking a hostile, 'm' key, 'c' key(that has been happening for a little while, but the error is different now). All I'm saying is there is either a big addon conflict or some messed up code, and I hope you can get it cleared up because I would love to play your class again.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [1.3.1] Magebow class

#50 Post by lukep »

Magebow v19 out

- Fixed compatibility issues, hopefully. The two superloads now call back the base functions instead of replacing them.
- Fixed a bug with Magical Draw always giving 70% DEX/50% MAG scaling regardless of level. Now it properly gives 70% DEX/40% STR/10% MAG at level 1, 70/30/20 at lvl 2, and so on.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: [1.3.1] Magebow class

#51 Post by astralInferno »

(blinks)
...I had plans for an entire class based around a mage who uses arrows without actually having a bow.

Well on the bright side I can look at your code and work out how! On the other hand there's not much point now.
(Downloads and tries)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [1.3.1] Magebow class

#52 Post by lukep »

astralInferno wrote:...I had plans for an entire class based around a mage who uses arrows without actually having a bow.
Do it! There's always room for more classes, even more mana-using, non-bow-wielding, archer/mage hybrid classes. Everyone has their own ideas, and it would be a shame to lose out on yours just because I made a class with some superficial similarities.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: [1.3.1] Magebow class

#53 Post by HousePet »

Make a mage that uses a bow without actually having arrows? :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: [1.3.1] Magebow class

#54 Post by Micbran »

Make a Mage that shoots bows without arrows!
A little bit of a starters guide written by yours truly here.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [1.3.1] Magebow class

#55 Post by lukep »

v20 out.

- minor bugfix. You can now look at bows without throwing an error.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

kmkenpo
Posts: 3
Joined: Sun Jul 05, 2015 7:52 pm

Re: [1.3.1] Magebow class

#56 Post by kmkenpo »

Designing a Mage class who carries a bow and magically creates arrows as needed is cool as crud!!!

BUT, what about...

Designing a Mage class who finds arrows and magically creates bows instead?

Yeah, on second thought, maybe stick with the original idea :)

Have a blessed day,
-kmkenpo

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: [1.3.1] Magebow class

#57 Post by astralInferno »

When trying to make a wraith magebow, I got an error on dying. Have tried it with all other addons turned off. It's a very short error:

Lua Error: /hooks/magebow/load.lua:52: bad argument #2 to 'min' (number expected, got nil)
At [C]:-1
At [C]:-1 min
At /hooks/magebow/load.lua:52
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /mod/class/interface/Combat.lua:1520 getDammod
At /mod/class/Object.lua:672 desc_combat
At /mod/class/Object.lua:1573 getTextualDesc
At /mod/class/Object.lua:1849
At /mod/class/interface/PlayerDumpJSON.lua:367 dumpToJSON
At /engine/interface/PlayerDumpJSON.lua:66 saveUUID
At /mod/dialogs/DeathDialog.lua:36 init
At /engine/class.lua:104 new
At /mod/class/interface/PartyDeath.lua:57 die
At /mod/addons/ashes-urhrok/superload/mod/class/Player.lua:24 die
At /mod/class/interface/ActorLife.lua:31 takeHit
At /mod/class/Actor.lua:2708 takeHit
At /data/damage_types.lua:449 defaultProjector
At /data/damage_types.lua:787 projector
At /engine/interface/ActorProject.lua:397 projectDoAct
At /engine/interface/ActorProject.lua:484 projectDoStop
At /engine/Projectile.lua:228 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255

I'm not sure why this piece of code is involved in the death sequence at all. It's quite irritating, given I usually run exploration. X_x

Edit: Got round to checking. Happens with Skeleton too, so it's not the wraith addon.
Edit: only happens when Magical Draw is leveled.

123nick
Low Yeek
Posts: 9
Joined: Sat Dec 05, 2015 9:43 am

Re: [1.3.1] Magebow class

#58 Post by 123nick »

how does one use magical throw? i try it with a bow unequiped, and arrows equiped, and i cant shoot, or use any of the abilitys. i am using other mods though, but i dont know how they can affect this one.

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