New class: Desert Stalker

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kupan
Low Yeek
Posts: 6
Joined: Sun Mar 06, 2011 11:07 pm

Re: New class: Sand stalker

#16 Post by kupan »

Um, I think you might have gotten the wrong impression. I just play this game, and am in no way related to it's development. I was asking if there was anything that had changed in the engine since this class was developed that would stop me from trying the class in the new version just for my own personal use. In the absence of someone saying it won't work I will be trying to use the class this weekend.

On a side note did Darkgod ever do the mod loading thing he mentioned in earlier in this thread? I haven't seen it mentioned elsewhere and a quick look through the ToME 4 development and T-Engine 4 forums didn't reveal a thread about it that I saw.

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: New class: Sand stalker

#17 Post by catwhowalksbyhimself »

I actually had a discussion with him about it recently, and yes, he's still working on it.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

kupan
Low Yeek
Posts: 6
Joined: Sun Mar 06, 2011 11:07 pm

Re: New class: Sand stalker

#18 Post by kupan »

My attempts to play this class in 25b Windows version so far have failed. It would appear that the version you uploaded as the prepackaged 0.4 and the pastebin 0.4 are different versions. The Pastebin version is the one I am using as a base so far, using notepad ++ with a compare plugin to compare your linux prepackaged 20b with my windows 25b and comparing some of the code for existing classes has revealed some changes (I think) need to be changed to make it work, but since it isn't working for me so far either one of these changes is wrong or I am still missing something.

Here is what I have tried so far.


warrior.lua

Change
[ActorTalents.T_HEAVY_ARMOUR_TRAINING] = 1,
To
[ActorTalents.T_ARMOUR_TRAINING] = 3,

Add
["sand/utility"]={true, 0.3},
["sand/control"]={true, 0.3},

Add
[ActorTalents.T_CRUSHING_SAND] = 1,

Change
resolvers.equip{ id=true,
{type="weapon", subtype="mace", name="steel mace", autoreq=true},
{type="armor", subtype="shield", name="iron shield", autoreq=true},
{type="armor", subtype="heavy", name="iron mail armour", autoreq=true}
},
To
resolvers.equip{ id=true,
{type="weapon", subtype="mace", name="steel mace", autoreq=true, ego_chance=-1000, ego_chance=-1000},
{type="armor", subtype="shield", name="iron shield", autoreq=true, ego_chance=-1000, ego_chance=-1000},
{type="armor", subtype="heavy", name="iron mail armour", autoreq=true, ego_chance=-1000, ego_chance=-1000}
},


timed_effects.lua

Remove
-- physical damage + repulsion; checks for spell power against physical resistance
newDamageType{
name = "sandstorm", type = "SANDSTORM",
projector = function(src, x, y, type, dam)
DamageType:get(DamageType.PHYSICAL).projector(src, x, y, DamageType.PHYSICAL, dam.dam)
local target = game.level.map(x, y, Map.ACTOR)
if target then
if target:checkHit(src:combatAttackStr(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("knockback") then
target:knockback(src.x, src.y, 1)
game.logSeen(target, "%s is knocked back!", target.name:capitalize())
else
game.logSeen(target, "%s resists knockback!", target.name:capitalize())
end
if target:checkHit(src:combatAttackStr(), target:combatPhysicalResist(), 0, 95, 15) and target:canBe("blind") then
target:setEffect(target.EFF_BLINDED, dam.dur, {})
else
game.logSeen(target, "%s resists blindness!", target.name:capitalize())
end
end
end,
}

Replaced
data/gfx/particles/sand_trail.lua
data/gfx/particles/sand_cloud.lua
data/gfx/particles/sandstorm.lua
with prepackaged linux version.

I am unsure of the effect the difference between getTalentLevel and getTalentLevelRaw as used in mace.lua. Is that a version difference between the two codes of Sand Stalker or is it a difference between 20b and 25b or is it a different function call?

I will play with it some more later, but it would be helpful if you uploaded the last version you had worked on since the last pastebin version seems to be incomplete judging by not even having all 3 of the new talent trees assigned. If it would help for me to upload my non-working game folder just let me know.


Edit*
Since it would probably be helpful if I actually said what isn't working :roll: . When I select new game, select tome,and give it a name it goes to where the birth screen should be but doesn't load anything. It shows a black screen with a white box where the cursor should be. After a while the white box will follow the mouse like it is supposed to but no menu ever pops up.

As someone that is unfamiliar with lua, it would have been helpful and probably made the class more approachable if you commented more on where code is supposed to go in the file listed, and if you always listed the file path.
Specifically the player.lua and combat.lua code placements leave something to be desired for someone not already familiar with the game's code structure.

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: New class: Sand stalker

#19 Post by catwhowalksbyhimself »

The black screen issue means there is some lua syntax problem that is keeping the engine from even loading. If I can ever get the author's permission to include it in a module I am working on, you will be able to play it easily there.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: New class: Sand stalker

#20 Post by marvalis »

Ok, I just read this today.
I'll see if I can make a 25b windows version of it.

The differences are because of my own sloppy work.
I use linux (ubuntu).

/edit
Here is the download link:
http://www.2shared.com/file/UOMnxNG1/Sa ... eta25.html

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: New class: Desert Stalker

#21 Post by marvalis »

I worked a but on a concept of a story for the desert stalker class.

You can read it here:
http://pastebin.com/zMzZnA9B

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