Nullpack 2019-02-21: Gravitic Infantry

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Nullpack 2014-03-18: Optional Enhancements

#226 Post by StarKeep »

<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-03-18: Optional Enhancements

#227 Post by Doctornull »

Thanks! I'll take a look.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Elcs
Posts: 4
Joined: Thu May 22, 2014 5:44 am

Re: Nullpack 2014-03-18: Optional Enhancements

#228 Post by Elcs »

ToME 1.2.0 Beta 12.

Error shows up any time a shooting attack is used and the Corrupted Archery sustain is active.

Disable Corrupted Archery, no error when firing.

Lua Error: /data-nullpack/talents/debility.lua:93: attempt to index global 'data' (a nil value)
At [C]:-1 __index
At /data-nullpack/talents/debility.lua:93 callTalent
At /mod/class/Actor.lua:4574 fireTalentCheck
At /mod/class/interface/Archery.lua:476 damtype
At /engine/interface/ActorProject.lua:375 projectDoAct
At /engine/interface/ActorProject.lua:463 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:1177

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-03-18: Optional Enhancements

#229 Post by Doctornull »

Ah yes, 1.2 did break some things :)

I'll upload my working version (but not to Steam).


EDIT: *$#%&@ it's so frustrating to not be able to upload addons from inside the game, bah

EDIT 2: AH HA HA HA HA, your 1.2 games won't validate anyway, so there's no point in putting the 1.2 version up anywhere official! Here, enjoy: https://dl.dropboxusercontent.com/u/410 ... .2t01.teaa
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Nullpack 2014-05-25: 1.2beta test compatible test versio

#230 Post by Marson »

I've been able to upload the 1.2.0 version of UI Mod to te4.org from inside the game. I forked it and registered it as a new addon.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-05-25: 1.2beta test compatible test versio

#231 Post by Doctornull »

Marson wrote:I've been able to upload the 1.2.0 version of UI Mod to te4.org from inside the game. I forked it and registered it as a new addon.
Oh you're right, it just doesn't work for Steam.

Thanks!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)

#232 Post by pheonix89 »

You've got two versions of this on steam. Which do I use?

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)

#233 Post by Doctornull »

pheonix89 wrote:You've got two versions of this on steam. Which do I use?
Wow, the in-game uploader is screwing up majorly.

I deleted the bogus copies, maybe I can upload without creating more.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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

Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)

#234 Post by astralInferno »

Found at least one mistake(?) here while playing a Striker.

The first thing, which may or may not actually be intentional, is that Lightning Leap doesn't trigger Void Attunement. If this is a mistake, it might come from when you changed it to work in Vaults, since I would guess that it's not flagged as a 'port anymore.

The second thing is that Reckless Invocation is always physical/gravity, presumably because it hasn't been edited to account for staffs now all doing physical damage.

Hope this is helpful. The class is pretty fun.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)

#235 Post by Doctornull »

astralInferno wrote:Found at least one mistake(?) here while playing a Striker.

The first thing, which may or may not actually be intentional, is that Lightning Leap doesn't trigger Void Attunement. If this is a mistake, it might come from when you changed it to work in Vaults, since I would guess that it's not flagged as a 'port anymore.

The second thing is that Reckless Invocation is always physical/gravity, presumably because it hasn't been edited to account for staffs now all doing physical damage.

Hope this is helpful. The class is pretty fun.
You are correct on both counts. Thanks!

The staff thing is definitely a thing I'm going to fix.

Void Attunement ... yeah, I should probably hack that to work with Lightning Leap, too.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)

#236 Post by Doctornull »

astralInferno wrote:The first thing, which may or may not actually be intentional, is that Lightning Leap doesn't trigger Void Attunement. If this is a mistake, it might come from when you changed it to work in Vaults, since I would guess that it's not flagged as a 'port anymore.

The second thing is that Reckless Invocation is always physical/gravity, presumably because it hasn't been edited to account for staffs now all doing physical damage.
Fixed both of these, plus added some bonus stuff: all attack talents in Advanced Staff Combat convert the melee damage to your Staff's element.

- - -

I'm thinking about replacing either Defensive Posture or Blunt Thrust with a zero-cooldown melee talent that just does a melee attack with damage type of your Staff's element.

Or maybe a sustain which does the conversion, but drains a few Mana each strike (5 Mana, down to 1 Mana at talent level 5).

Which of those would y'all prefer, and which talent would be best to replace?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Nullpack 2014-08-30: The Striker Strikes Back

#237 Post by marshmallowpeep »

Using a unique staff that does gravity physical damage and gives a bonus to physical and temporal damages (Gravitational Staff) the burst on reckless invocation is arcane for some reason, even though it's not converting the base hit to arcane.

The conversion thing as a skill by itself would be a dead skill on a physical build. I'd hate to put points in a skill that winds up doing nothing because I found gear that makes it smarter to not use it. There's a unique staff geared towards staff combat that does physical (Bollum's Big Knocker?) and ascetic in particular has that cunning talent that lowers the enemy's physical resist when you hit encouraging you to go physical.

Add the conversion sustain effect to defensive posture.

Alternatively, I love the idea of a burning hands style talent in the staff combat tree, so replacing defensive posture with a converstion/added damage effect would be really cool. Might be a little on the over powered side though.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-08-30: The Striker Strikes Back

#238 Post by Doctornull »

marshmallowpeep wrote:Using a unique staff that does gravity physical damage and gives a bonus to physical and temporal damages (Gravitational Staff) the burst on reckless invocation is arcane for some reason, even though it's not converting the base hit to arcane.
Yeah, anything that I can't identify gets turned into Arcane.

I'll see if I can deduce the base type from the advanced "base-plus-effects" type.
marshmallowpeep wrote:The conversion thing as a skill by itself would be a dead skill on a physical build. I'd hate to put points in a skill that winds up doing nothing because I found gear that makes it smarter to not use it.
Very true, but even on a physical build you might want the option of using some other damage type if you came across a +100% phys res / -100% fire res foe or whatnot.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Nullpack 2014-08-30: The Striker Strikes Back

#239 Post by Orangeflame »

Personally, conversions are far nicer than 0 or 1 cooldown talents that I spam (especially in melee). 1-enter-1-enter-1-enter is so much more annoying to use than bumpbumpbump to kill foes, even if it is slightly better. Unless if bumps could somehow be changed to try to use skills other than attack, conversions have my vote.
When in trouble / or in doubt / run in circles / scream and shout.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack 2014-08-30: The Striker Strikes Back

#240 Post by Doctornull »

Orangeflame wrote:Personally, conversions are far nicer than 0 or 1 cooldown talents that I spam (especially in melee). 1-enter-1-enter-1-enter is so much more annoying to use than bumpbumpbump to kill foes, even if it is slightly better. Unless if bumps could somehow be changed to try to use skills other than attack, conversions have my vote.
Makes sense. I'll stick it in Defensive Posture at level 3 or something.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Post Reply