[1.7.6] Pepper Pack v0.1.16: Roll it Over

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Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.4.6] Pepper Pack v0.1.5: Nothing to say

#46 Post by Peppersauce »

Bugfix version.

Changelog:
-Hopefully fixed an horrible game breaking bug that keeps on appearing, enough said.

Melac
Wayist
Posts: 25
Joined: Wed Mar 16, 2016 10:05 am

Re: [1.4.6] Pepper Pack v0.1.5: Nothing to say

#47 Post by Melac »

The first bardic combat ability doesn't appear to exist. Is this a problem only I have?

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.6] Pepper Pack v0.1.5: Nothing to say

#48 Post by Peppersauce »

Melac wrote:The first bardic combat ability doesn't appear to exist. Is this a problem only I have?
Doesn't happen here, it's probably a conflict between addons, if you find out which one is causing it I'll give it a look.

Melac
Wayist
Posts: 25
Joined: Wed Mar 16, 2016 10:05 am

Re: [1.4.6] Pepper Pack v0.1.5: Nothing to say

#49 Post by Melac »

Tested my addons, and found that: Dear god I have a lot of addons.

Oh, and also it appears to be the Mage Knight class addon that's causing the problem.
The 3 Mage Knight classes all have a move called "focused strike" as the first one on the "weapons master" generic tree.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.6] Pepper Pack v0.1.5: Nothing to say

#50 Post by Peppersauce »

Melac wrote:Tested my addons, and found that: Dear god I have a lot of addons.

Oh, and also it appears to be the Mage Knight class addon that's causing the problem.
The 3 Mage Knight classes all have a move called "focused strike" as the first one on the "weapons master" generic tree.
I had a similar bug report today (Bunnies and the easter event)... anyway, I'll solve it for the next release. :wink:

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.4.6] Pepper Pack v0.1.6: Fire Fire

#51 Post by Peppersauce »

Ta-da! New version!

Changelog:
- Full Embers of Rage support! Play as Bards in the new expansion! Orcs and whitehooves have instrument and rapier paperdoll graphics! (yetis already had those btw)
- Bunnymorphs can have red fur now!!!! (donators only)
- Fixed Bunnymorph's hat problems
- Cunning now shows melody gains in the levelup screen if appropriate
- Added an instrument tab in the inventory
- Added a musician escort, it gives the Songs and Wanderer trees, +2 Cun, +1 Wil
- Halved Outwitting cost, from 8 to 4
- Song of Resilience gives the correct healing modifier now
- Unique IDs for skills/effects/damage types, this solves some compatibility issues
- Flutes, instrument/light weapon combo, they use dagger mastery or strength of purpose
- Lyres, rarer, combat-oriented harps, they use harp mastery
- Lutes, 2h instruments, kind of rare, they use a mastery that you can't access yet 8) (fyi it's a mastery that works on all instruments)
- Singing swords now use weapon mastery or strength of purpose
- Buffed harps' and singing swords' project values
- Increased rarity on all instruments
- Now sword shops sell singing swords and dagger shops sell rapiers and whips (as was my intention), instruments are sold by charm shops and Derth's light/tools shop as before
- Sound egos for mindstars
- General bugfixing

Current Bugs:
- Bard rares with dashing swordsman error out sometimes (I can't figure out what's wrong with it tbh)
- Specific quips defined using names can't be triggered by rare/randbosses (I think)
- Egoed harps with on hit effects show those instead of project values in the name

Version notes (v0.1.6):
- Bunnymorphs have their own folder for the paperdoll graphics (instead of using the human graphics) now, so if you have an addon that adds new items those won't be shown in the paperdoll unless the author makes the necessary changes
(to the addon developers: if your new items are not helms/hats you can just copy the human graphics in the bunnymorph folders and they'll work just fine)
- Since that (^) happened the addon size has increased quite a bit btw
- Bard talents that have silent combat or a melody cost added when increasing their level (Stinging Stabs) will display mana and melody costs even when they're 0. This has been added to avoid a bug in their description in the levelup screen
- At first glance Lyres may seem stronger than Harps, but remember that they are affected by the offhand damage penalty, so they're roughly equal (Harps are better with slings anyway)
- Song of Resilience should suffer from a bug that affected Song of Focus and Song of Swiftness in v0.1.4 but that's not happening. No idea why, no idea if it'll ever surface, I'm just warning you
- I'm pretty sure I haven't missed anything when changing IDs but it's a huge change so I might be wrong, please let me know if there are problems with it
- Dirty Fighting might be changed soon in the main game, when that'll happen this version's outwitting on Switch Place thing will be broken ofc
- There have been some other changes under the hood I'm not listing since they're WIPs for what's to come. You can check the code for a sneak peek ofc

This is the biggest update to date to this addon, so excuse me while I'll stop for a while and waste my life playing Embers of Rage :D

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: [1.4.6] Pepper Pack v0.1.6: Fire Fire

#52 Post by rexorcorum »

Hey ho :mrgreen:! Pretty neat!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.6] Pepper Pack v0.1.6: Fire Fire

#53 Post by Peppersauce »

yay :D
Too bad I messed up and now Bards *require* Embers. I'll fix it, no worries.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: [1.4.6] Pepper Pack v0.1.6: Fire Fire

#54 Post by Thexare »

Bug time!

Code: Select all

Lua Error: /mod/addons/pepper-pack/superload/mod/class/Object.lua:627: attempt to index global 'ActorResource' (a nil value)
	At [C]:-1 __index
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:627 kfunct
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:256 compare_table_fields
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:624 desc_combat
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:1194 getTextualDesc
	At /mod/class/Object.lua:1962 base_getDesc
	At /mod/addons/zomnibus/superload/mod/class/Object.lua:57 getDesc
	At /mod/dialogs/ShowEquipInven.lua:54 base_on_select
	At ...s/wield_replace/superload/mod/dialogs/ShowEquipInven.lua:38 base_on_select
	At ...addons/zomnibus/superload/mod/dialogs/ShowEquipInven.lua:102 on_select
	At /mod/dialogs/ShowEquipInven.lua:234 select
	At /mod/dialogs/ShowEquipInven.lua:93 on_select
	At /engine/ui/ListColumns.lua:437 onSelect
	At /engine/ui/ListColumns.lua:658 display
	At /engine/ui/Inventory.lua:291 display
	At /engine/ui/Dialog.lua:824 toScreen
	At /engine/Game.lua:179 display
	At /mod/class/Game.lua:1591 
Playing as a Star Elf Steamshaper, this error popped up when I tried to look at the tooltip of an Iron Steamsaw of Projection in my inventory.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.6] Pepper Pack v0.1.6: Fire Fire

#55 Post by Peppersauce »

Sweet! It's not my fault this time :lol:
That part of my addon code is taken straight from the main game for the most part, so... yeah, it's actually an issue one (some?) of your addons have with ToME.

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

Re: [1.4.6] Pepper Pack v0.1.6: Fire Fire

#56 Post by astralInferno »

Taking a guess; it's a bug with Zomnibus not knowing how to account for melody.

embers note: it adds a new head socket item that should have access to your new egos.

Love the sneak peeks. Can't wait to see what they do. :)

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.4.6] Pepper Pack v0.1.7: Because I can

#57 Post by Peppersauce »

astralInferno wrote:Taking a guess; it's a bug with Zomnibus not knowing how to account for melody.

embers note: it adds a new head socket item that should have access to your new egos.

Love the sneak peeks. Can't wait to see what they do. :)
To be honest it may also be that I overwrote the whole description code after Zomnibus has done its stuff in there, but no more, because this new version solves all of that.

You may have to wait for quite some time, coding talents takes time you know :)

Changelog:
- Bards no longer require Embers to be active
- Bunnymorphs in Embers! Play as a former-orc Bunnymorph! Kruk bunnies are a bit sturdier and are normal sized, they're also available for Arena and ID
- Added grayswandir's weapon and Midnight's scepter tiles to Bunnymorphs. Because I can
- Adventurers now start with a rapier, a harp, a flute and a lute
- Fixed the bad levelup dialog superload, object descriptions are now handled by hooks (better compatibility with addons/newer ToME versions)

Bugs:
- Same as before

Bad superloads: -stuff that is likely to break because of other addons/new ToME versions
- Switch Place (for Can't Touch This/Quipster)
- Character Dump (for showing the new resources)
- Combat (attackTargetWith) code (for Quipster's bonuses)

Version notes (v0.1.7):
- Kruk bunnies have random Cornac names so they can be used without Embers. Because I can

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: [1.4.6] Pepper Pack v0.1.7: Because I can

#58 Post by Thexare »

It's the strangest thing, I don't even remember installing zomnibus. Yet here it is.

But moving on, I fired up an Orc Steamshaper in Embers of Rage for a quick-and-easy test of the steamsaw problem, and it appears to be fixed now.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.4.6] Pepper Pack v0.1.8: You Ain't Seen Nothing Yet

#59 Post by Peppersauce »

That's great, one less bug to worry about!
Anyway, new, small update, while I'm waiting for a new ToME version to clean the code a bit more.

Changelog:
- Kruk Bunnies have their own tree now, also changed their paperdoll color
- Buffed Fur Coat, changed some talent scaling in the Bunnymorph tree for better scaling with talent level
- The Last Hope merchant can now make 4k randarts of instruments/rapiers/whips
- Fixed the bad superload in Dirty Fighting (this doesn't mean this addon won't break if/when the rogue changes are in)
- Various bugfixes

Bugs:
- Same as before

Bad superloads:
- Character Dump (for showing the new resources)
- Combat (attackTargetWith) code (for Quipster's bonuses)

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.4.8] Pepper Pack v0.1.9: Travelin' Band

#60 Post by Peppersauce »

Hey! Test Instrumentation, I don't think it's really balanced yet! :wink:

Changelog:
- (Embers) Added flutes, lutes, harps and lyres to arcane/psi and tool AAAs
- (Embers) You can learn Songs, Wanderer and Instrumentation and some of their talents through the Old Psi-Machine
- New tree, Instrumentation, think Staff Combat/Psiblades but for instruments
- Added three npc trainers for the Instrumentation tree in Last Hope and Shatur, they are random and always spawn in the same spot (or close if the tile's occupied)
- The musician escort also gives the instrumentation tree and instrument mastery now
- Harp Mastery and Instrument Mastery's melody regen bonuses on songs now stack
- NPCs now know when to use melody restoring talents (and yes, that only includes Music is Magic as of now)
- Fixed Song of Resilience giving an "you're overencumbered" message in some edge cases
- Stinging Stabs and Explosive Chord are considered both spells and mind powers now, Staccato and Quipster use combat speed instead of mind speed
- Sound/custom egos were generated way too often on items, now they're generated at a normal rate
- General bugfixing (Flashbang was broken and no one noticed, lol)

Bugs:
- Bard rares with dashing swordsman error out sometimes
- Specific quips defined using names can't be triggered by rare/randbosses
- Egoed harps with on hit effects show those instead of project values in the name
- The character dump isn't the prettiest thing

Bad superloads:
- Same as before

Version notes (v0.1.9):
- One of the npc trainers is a unique, which is almost guaranteed to show up every time in the town you've seen him for the first time (yes, you can even kill him. Yes, he'll be replaced by a generic trainer after that)
- One of the npc trainers is a tuneslinger trainer, you can buy the Tuneslinger tree (at 1.0) from him for 300 gold. You have to unlock it yourself ofc
- Initially I also added singing swords, rapiers and whips to weapon AAAs but those ones only sell steamtech weapons, so adding my own weapons there would totally ruin the theme of the expansion
- For now Instrumentation is not available from the start on Adventurers, that's because no other class has the Instrumentation tree

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