Inscription Expansion

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

Inscription Expansion

#1 Post by lukep »

This addon adds 6 new inscriptions to ToME and modifies three existing ones, as follows:

Quickness Infusion: Increases movement speed by ~100% for ~5 turns. Not broken by attacking/talent use.
Sensing Infusion: Medium radius Track for a few turns
Recovery Infusion: Regenerate 1.5x as much HP as Regen infusion, but over 10 turns (3/4 the healing per turn).
Mindhook Infusion: As Mindslayer skill, draw one enemy next to you within a short range.
Leap Infusion: As Dimensional Step, jump to a location within LoS within a short range.
Manaburst rune: regenerate 1.5x as much mana instantly and per turn than manasurge, lasts 3 turns.

Movement Infusions can't be used while you can't move
Regeneration Infusions can't be used when you can't regenerate HP.
Frozen Spear Runes cannot damage the caster. They can still be blocked.

Forthcoming:
- Change Quickness, Sensing, Mindhook, and Leap into Foci from Infusions to allow Undead to use them.
- Cosmetic changes including appropriate icons, particle effects and sounds.
- Balance power, level, rarity, and tactical AI better (ongoing)
- Add more of everything (possibly including: Taints [Vim style], Sigils [Pos/Neg style], Rifts [Paradox style], Scars [Hate style], and Tattoos [Stamina style]), but probably not all of them.
- look at mindhook infusions on NPC's (they're deadly)

-- Change Sun Infusion to debuff for -stealth (and -invisibility?) on hit, to give options against Dreads/Dreadmasters
-- Change manasurge runes to be usable (but not stackable) while manasurge is active.
-- Nerf stat scaling of Recovery infusions.

-- Celestial Burst sigil: radius 1 healing light ball centred on the player. Heals all but undead/demons, damaging them instead.
-- Celestial Protection sigil: cures one of a stun, confusion, poison, disease, or several other effects, and grants 100% immunity to the cured type for few turns (eg. using it cures your disease and grants 100% disease immunity for 5 turns)
-- Crowd control attacks
-- Stealth infusions (similar to invisibility runes)


If you have made any new inscriptions or modifications of your own, contributions are welcome.

Compatibility: Should be compatible with any other addon, as it only overloads three files (inscription talents, objects, and egos)

Download link (current)

EDIT: notes to self:
Change it to "powerful", "more powerful", "With passive", "with special effect", and "lowered cooldown"
Last edited by lukep on Mon Nov 26, 2012 3:52 am, edited 22 times in total.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Goblinz
Module Developer
Posts: 163
Joined: Tue Dec 14, 2010 3:23 am
Location: Where I need to be

Re: Inscription Expansion

#2 Post by Goblinz »

This seems to be a cool addon so far. Currently you use overload to load the new inscriptions which makes compatibility a slight issue. You may want to try to use super load just to amend the new inscriptions or find a hook to load them (not sure if this is possible).
On another note you may want to consider adding taints though you may need to modify other files to get them to spawn
Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?

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

Re: Inscription Expansion

#3 Post by lukep »

Thanks for the feedback. I just tried to switch it over to Superload (which is the right tool for the job), but that introduced a bug that would prevent the birth screen from loading properly. I have no idea how to fix it, but it is easily reproducible if people want more details (eg. if it is the engine's fault instead of my coding error).
Last edited by lukep on Fri Jan 20, 2012 9:41 am, edited 1 time in total.
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Inscription Expansion

#4 Post by yufra »

Sure, what was the bug?
<DarkGod> lets say it's intended

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

Re: Inscription Expansion

#5 Post by lukep »

Usually loading from the main menu to the birth screen takes about 10 seconds for me, regardless of whether addons are being used or not. After adding the superload version of the inscription expansion, the loading progress bar would get to 28% in a few seconds, then slow down and take 8-9 minutes to reach 100%. It does not go past the loading screen, even after 5 minutes at 100%. This happens consistently over several attempts (at least the reaching 28%/29% and slowing down part).

Relevant system specs:
Late 2008 Macbook (White)
Mac OS X 10.6.8
Software (including video drivers) up to date
ToME b37, cheat mode active
Addon run from a folder, not compressed into a .teaa file (though I can't imagine it would make a difference)

Modified addon attached. Decompress it and use the contained folder; the .zip is not packaged properly to simply be renamed.
Attachments
tome-inscription.zip
Bugged addon.
(11.08 KiB) Downloaded 342 times
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Goblinz
Module Developer
Posts: 163
Joined: Tue Dec 14, 2010 3:23 am
Location: Where I need to be

Re: Inscription Expansion

#6 Post by Goblinz »

So just as a general thing when tome loads an addon slowly that tends to mean there is some lua error. If the error does not show up in the log run t-engine --flush-stdout to get more log information. In this case the new incriptions could'nt call the "newincription" function. I tried to copy paste that in but that just broke all the incriptions. yeah We may be stuck with just overloads for now.

Oh on a other note I would advise against making new incription types other than taints. Mostly each incription type would have its own saturation type and if you have too many you can just spam incriptions ( saturation becomes less of an issue).
Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?

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

Re: Inscription Expansion

#7 Post by lukep »

Goblinz wrote:Oh on a other note I would advise against making new incription types other than taints. Mostly each incription type would have its own saturation type and if you have too many you can just spam incriptions ( saturation becomes less of an issue).
Good point. I might end up changing it to Inscription Saturation instead, or Magical (Runes, Sigils, Rifts, Taints) and Natural (Infusions, Foci, Scars, Tattoos) to mirror the current system.
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Inscription Expansion

#8 Post by yufra »

I haven't had a chance to test this myself yet, but I'll echo Goblinz' suggestion that really noticeable and persistant slow downs are usually due to Lua errors.
<DarkGod> lets say it's intended

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

Re: Inscription Expansion

#9 Post by lukep »

Revision 2 is out.

Fix/change multiple infusions:

- Recovery Infusion minimum regen is now 100 (fixed from 10)
- Mindhook and Leap properly have range boosted by stats on ego ones.

- Frozen Spear cannot damage the caster (though it is still stopped)
- Cannot activate Movement or Quickness infusions while pinned (or anything else with "never_move")
- Cannot activate Regeneration while Curse of Death is active (or anything else with "no_life_regen")

Download Link (also in the first post)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Inscription Expansion

#10 Post by lukep »

Version 2 is out:

Changes:
- Heavily nerfed Quickness Infusions, from 100-400% increased speed to 50-120%.
- increased cooldown of recovery infusions by 5.
- decreased mindhook range to be similar to attack runes.
- Added a new greater ego, "master's ", which used your highest stat to scale with. It is very common, I believe because infusions suffered from the "white wand" bug of not having any greater egos.

Download Link (also in the first post)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Inscription Expansion

#11 Post by lukep »

Version 3 is out:

- new manaburst rune: modified manasurge: 50% more mana instantly, and 50% faster manasurge, but only lasts 3 turns.
- modified all inscription talents, they now accept a multiplicative modifier to cooldown and power.
- 4 new suffixes, 1 new prefix.
- "Master's " and "versaile " egos now display what they do (scale with 100% and 60% of your highest stat)

To Do:

- Display information for the suffixes (they modify cooldowns and power)
- look at suffix power/cost/rarity
- add "special" modifier to the egos, for a rare ego that modifies them in a unique way.

Download Link (also in the first post)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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