Nullpack 2019-02-21: Gravitic Infantry
Moderator: Moderator
Re: Nullpack 2014-03-18: Optional Enhancements
http://te4.org/sites/default/files/game ... ght_2.teaa
http://te4.org/sites/default/files/game ... night.teaa
Work ze magicks!
http://te4.org/sites/default/files/game ... night.teaa
Work ze magicks!
<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
<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
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- Sher'Tul Godslayer
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Re: Nullpack 2014-03-18: Optional Enhancements
Thanks! I'll take a look.
Re: Nullpack 2014-03-18: Optional Enhancements
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
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
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- Sher'Tul Godslayer
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- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Nullpack 2014-03-18: Optional Enhancements
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

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
Re: Nullpack 2014-05-25: 1.2beta test compatible test versio
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.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-05-25: 1.2beta test compatible test versio
Oh you're right, it just doesn't work for Steam.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.
Thanks!
Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)
You've got two versions of this on steam. Which do I use?
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- Sher'Tul Godslayer
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Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)
Wow, the in-game uploader is screwing up majorly.pheonix89 wrote:You've got two versions of this on steam. Which do I use?
I deleted the bogus copies, maybe I can upload without creating more.
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- Uruivellas
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Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)
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.
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.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)
You are correct on both counts. Thanks!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.
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.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-06-05: 1.2 compatible version (I hope)
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.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.
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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?
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- Higher
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Re: Nullpack 2014-08-30: The Striker Strikes Back
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.
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.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-08-30: The Striker Strikes Back
Yeah, anything that I can't identify gets turned into Arcane.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.
I'll see if I can deduce the base type from the advanced "base-plus-effects" type.
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.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.
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- Thalore
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Re: Nullpack 2014-08-30: The Striker Strikes Back
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.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-08-30: The Striker Strikes Back
Makes sense. I'll stick it in Defensive Posture at level 3 or something.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.