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[b41] Class Pack 1.03

Posted: Wed Jul 18, 2012 8:57 am
by daftigod
Ok, as of the new year and the shiny new 1.00 version of ToMe, this project has resumed work!

you can check its progress here:
https://github.com/Davidy22/classPack.git

And check out the spiffy new website here!
http://davidy22.github.com/classPack

both thanks to ne0pets22!


older outdated information follows
---------------------------------------------------------
http://te4.org/games/addons/tome/class-pack

1.0 - first release "zigurath"
1.01 - fixed talent bugs with illusionist and a couple smaller bugs
1.02 - fixed online profile compatibility
1.03 - merged monk v4 and illusionist v17

* - please disable or delete older versions before running a new version. also disable individual addons for these classes if you have them installed. otherwise your game will hang or take forever to load!

Thanks to Dekar, ToxicChicken, grayswandir, and LukeP, I am proud to present to you a collection of 5 new player classes!

"ToME 4 Class Pack 1.03"

Ranger
Author: Dekar
Ver: 8
thread: http://forums.te4.org/viewtopic.php?f=50&t=33333
Ability to tame animals and keep as a pet with its own name and can command it to do many things. The two can synergize off each other for enhanced abilities. Rangers can become very powerful slingers or archers, or could even take other less traveled paths. His chief needs are dexterity and willpower.

Monk
Author: grayswandir
Ver: 4
thread: http://forums.te4.org/viewtopic.php?f=50&t=34254
The monk is a mixed martial artist with a split personality, on some serious performance enhanicng drugs. He has some rudimentary brawler skills and access to extremely powerful fighting stances. He can be quick and lethal, slow and methodical, agile and defensive, or regenerative depending on which stance he uses. Also has access to a natural type inner power, Ki. Dexterity, willpower, an constitution are his main stats.

Illusionist
Author: ToxicChicken
Ver: 17
thread: http://forums.te4.org/viewtopic.php?f=50&t=33395
An illusionist is a spellcaster who relies on tricks and deception to defeat enemies, instead of brute force. Illusionists confuse, charm and mislead its foes with various illusions, and finish them off with their staves. Experienced illusionists can even weave tactile illusions from shadows. Magic and cunning fuel his power.

Magebow
Author: LukeP
Ver: 4
thread: http://forums.te4.org/viewtopic.php?f=50&t=33130
A magebow is an archer with both supporting spells and two new skill trees complementing its archery abilities. It would start with the skills Phase Door, Bow Mastery, Flare, and Magic Bow. He can add all sorts of magic damage to his unique arsenal of physics bending ranged shots. Magic and dexterity will take him very far in life.

Barbarian
Author: daftigod
Ver: 3
thread:http://forums.te4.org/viewtopic.php?f=50&t=34199
A Barbarian is a pure melee, dual wielding tank that can wield two one-handed weapons at the same time. He strongly dislikes any display of intelligence, but because of his limited focus on anything other than cutting things in half, he can become quite savvy at it. Part berserker, part marauder, and part rogue with natural wild gifts. A barbarian can unlock antimagic without visiting Zigur, and without penalty. Primary stats are strength, willpower, and cunning.

Features with this pack:
- 68 new and exciting and creative talents!
- 79 new talent icons and 1 particle effects!
- No overloading at all! Most everything is superloaded now, which is much better for compatibility.
- Lua files have all been reorganized and restructured into the same format as default ToME! Everything is now based on grayswandir's
clean example for his monk addon, and it will be very easy to add more content with future versions!
- Months of play testing and feedback from the community on each of these classes already! These classes are still in development, but are
already gleaming with polish. Make sure to stop by each of the dev's threads and leave some feedback!

HAVE FUN! :mrgreen:

http://te4.org/games/addons/tome/class-pack

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 9:08 am
by Dekar
Nice! :D

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 2:18 pm
by faustgeist
Marvelous!

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 2:21 pm
by darkgod
Very nice, and shows people how to *correctly* make an addon ;)

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 5:28 pm
by edge2054
How about ToME 4 Class Pack :) Descriptive of what it is ;)

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 10:30 pm
by Sradac
what happens when there are updates to these classes? monk has been updated very rapidly, I dont want to see this package become obsolete

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 10:57 pm
by daftigod
I will be attempting to keep pace with the other devs, but probably won't put an updated pack together unless there are significant updates. I realize that the monk had a couple updates before the pack was uploaded but they seemed like minor updates that didnt affect gameplay and one wouldn't have made a difference for this package anyway (moving the class to the warrior group).

I will be using that code to merge these classes with the already existing groups (warrior, mage, etc), and will probably add some other classes like mageknight when they are more balanced. Then, the zigurath group name will be irrelevant!

It probably will be renamed "ToME 4 Class Pack" per egde's suggestion, unless someone can think of a more creative and fitting title. Primarily, i want the classes in this pack to be playable before anythig else. I try not to modify other people's code whenever possible, but there were some minor adjustments to life ratings in this version. Will try to avoid that next version!

Re: [b41] Class Pack "Zigurath"

Posted: Wed Jul 18, 2012 11:51 pm
by Sradac
I support the addition of mageknight...when it becomes balanced like you said. Right now its basically playing with the old muchkin mode on :lol:

One thing with illusionist. I dont know if its like this in the current version of that class, or in your addon, but with the illusionist that spell that grants evasion and reduces saves when succesful, well that effect overwrote the actual evasion effect. When i had that class active and my ROGUE used evasion, when he dodged he applied that same debuff on enemies!

Re: [b41] Class Pack "Zigurath"

Posted: Thu Jul 19, 2012 10:49 am
by marvalis
*clap clap* Nice work everyone. /does a funky little dance

Would it be possible to somehow branch this and develop it communally (allow multiple authors to update their class directly to the class pack)?
Like.. put it on git or something.

Re: [b41] Class Pack "Zigurath"

Posted: Thu Jul 19, 2012 7:12 pm
by daftigod
Changelog
Illusionist:
-evasion skill is being used by other classes (working on it)
-no mana regen (fixed)
-no manasurge rune (fixed)
-summon skills broken (fixed)
Ranger:
-pet revive talent broken (fixed)
-can't advance to next round in arena if pet is alive. bug with the ranger addon (dekar working on it)
Magebow:
-no mana regen (fixed)

Other changes:
-renamed addon to "tome-classpack"
-removed all zigurath references
-monk --> warrior
-barbarian, ranger --> wilder
-illusionist, magebow --> mage
-barbarian v3 - battle techniques unlocked at birth. antimagic tree available at birth (locked)

To-Do:
-monk v4 - merge (in progress)
-enhance all talent/effect icons in the same style as the icon pack addon
-flesh out class descriptions

I'll work on these and put up an update asap. For now, I recommend you use the original addons for Illusionists. You'll have to disable the zig pack addon and enable the illusionist addon, then reload the character. Sorry for the hassle. I was so excited that everything seemed to work that I rushed out the first version without a proper testing! If anyone else has found bugs please list them here.

About the git thing, I'm down with that and actually was hoping someone could sort that out for me. I know nothing about such things, and would prefer that authors could modify their own code of course! I can upload individual class addons with the proper addon structure if anyone thinks it would be useful?

Re: [b41] Class Pack "Zigurath"

Posted: Thu Jul 19, 2012 7:26 pm
by edge2054
I think git is a splendid idea :)

There's even a place already set up ;)

https://gitorious.org/tome4-addons

lukep has access and could start a git branch for this now. tiger_eye, yufra, and myself can all add new people to the team. I'm not sure exactly how that works but I think you just need to create an account and let one of us know what your account name is so we can add you.

Re: [b41] Class Pack "Zigurath"

Posted: Sat Jul 21, 2012 12:45 am
by Sradac
The illusionist in your pack is HORRIBLY broken. I just had about 50 lua errors before having to kill the process:

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /data-zigurath/talents/spells/shadow-weaving.lua:59: attempt to call global 'setupSummon' (a nil value)
stack traceback:
/data-zigurath/talents/spells/shadow-weaving.lua:59: in function </data-zigurath/talents/spells/shadow-weaving.lua:12>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1c75e58
1: table // 1c75e58
--------------- Stack Dump Finished ---------------
AI took for target 101330 Geta the brown mold :: 102076 Sradac 81 < 100
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /data-zigurath/talents/spells/shadow-weaving.lua:59: attempt to call global 'setupSummon' (a nil value)
stack traceback:
/data-zigurath/talents/spells/shadow-weaving.lua:59: in function </data-zigurath/talents/spells/shadow-weaving.lua:12>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1c75e58
1: table // 1c75e58
--------------- Stack Dump Finished ---------------
[USERCHAT] channel talk peppersauce tome I'd really really use those
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /data-zigurath/talents/spells/shadow-weaving.lua:59: attempt to call global 'setupSummon' (a nil value)
stack traceback:
/data-zigurath/talents/spells/shadow-weaving.lua:59: in function </data-zigurath/talents/spells/shadow-weaving.lua:12>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1c75e58
1: table // 1c75e58
--------------- Stack Dump Finished ---------------
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /data-zigurath/talents/spells/shadow-weaving.lua:59: attempt to call global 'setupSummon' (a nil value)
stack traceback:
/data-zigurath/talents/spells/shadow-weaving.lua:59: in function </data-zigurath/talents/spells/shadow-weaving.lua:12>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:142 useTalent
At /mod/ai//tactical.lua:377 runAI
At /mod/ai//tactical.lua:402 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:988
---------------- Stack Dump ----------------
2: table // 1c75e58
1: table // 1c75e58
--------------- Stack Dump Finished ---------------
stack traceback:
[C]: in function 'error'



that repeated several dozen times before i got sick of it.

fix it fix it fix it fix it!

Re: [b41] Class Pack "Zigurath"

Posted: Sat Jul 21, 2012 1:56 am
by daftigod
Sorry about that :)

Try this and lemme know how it goes:

http://te4.org/sites/default/files/game ... spack.teaa

Make sure to disable or delete (preferred) the ziguranth version. This is version 1.1 of the new "Class Pack" and it still has the evasion bug (disable this addon when playing a stock ToME class). Rangers still won't work in the arena either, but at least all the talents should work properly. Keep the bug reports coming!!

Re: [b41] Class Pack 1.1

Posted: Sat Jul 21, 2012 4:27 pm
by Sradac
I like that the classes are under appropriate categories now.

Problem though, this new version invalidates my game.

Re: [b41] Class Pack 1.1

Posted: Sat Jul 21, 2012 6:16 pm
by daftigod
Fixed (I think). Download version 1.02 and delete zigurath and/or 1.1 if you have them installed!

The only version you can download from the addon section is now 1.02, sorry about the confusion. Remember to disable the individual addons for these classes before running Class Pack, otherwise your game will take forever to load, and will probably hang!

I'll be merging the illusionist and monk changes today, so look for a (yet another) new version before the end of the day. If you've already started characters with this class pack, they should still work after upgrading the pack. Just make sure to disable/delete old versions of the pack and also to disable the individual addons for these classes if you have them installed. All other addons should be compatible with this pack!