White Monk - A Warrior Subclass

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: White Monk v 1.3.0

#46 Post by jenx »

ok, downloaded this and giving it a crack on madness :-)

loving it so far. and it survives, which is remarkable.

earth render is almost impossible to see on regular dungeon floor, like ruins of korpul.
MADNESS rocks

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: White Monk v 1.3.0

#47 Post by nsrr »

Glad to hear it stands up :)

I'm not really happy with the Earth Render floor effect particle, but it's about the best I can do. I could try adjusting the color or alpha a bit, but I have a feeling there's always going to some floor tiles where it's hard to see.

I'd be interested to hear your impressions of the class, and of course, bug reports are always appreciated. I can't promise immediate, or even timely, action. I'm extremely strapped for free time right now.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: White Monk v 1.3.0

#48 Post by jenx »

Secret fist often gives this error:

Code: Select all

error = "Lua Error: /data-whitemonk/timed_effects/physical.lua:439: attempt to index local 't' (a nil value)\
  At [C]:-1 __index\
  At /data-whitemonk/timed_effects/physical.lua:439 on_timeout\
  At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects\
  At /mod/class/NPC.lua:320 timedEffects\
  At /mod/class/Actor.lua:565 actBase\
  At /engine/GameEnergyBased.lua:119 tickLevel\
  At /engine/GameEnergyBased.lua:64 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1271 "
seen = true
reported = true
MADNESS rocks

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: White Monk v 1.3.0

#49 Post by nsrr »

Hmm... I though that was fixed. I'll take a look.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: White Monk v 1.3.0

#50 Post by jenx »

Revive is not working. I"m playing adventurer and I get hit, I die. it never triggers :-(
MADNESS rocks

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: White Monk v 1.3.0

#51 Post by nsrr »

Gah... I tested that talent over and over. I'm very sorry it failed you.

I'll try to take a look into it as soon as I can.

It would be really helpful if you could give a log of a death with the talent sustained, or more specific details. I tested this under many different circumstances and it always triggered (after the first fix), but scul also reported that Revive failed.

Is there a chance the sustain was disabled on the same turn you died?

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: White Monk v 1.3.2

#52 Post by nsrr »

v 1.3.2 up, with a fix for Secret Fist. Looks like it was occuring when there were no talents to put on CD. Added a check to see if the talent list is empty before proceeding.

I still can't produce a situation where Revive does not trigger. You should see your log say "So-and-so strengthens their resolve!" and "So-and-so deactivates Revive." Then you should have the Absolute Resolve buff for one turn, which flags you as Invulnerable.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: White Monk v 1.3.0

#53 Post by Chronosplit »

I have a couple ideas when it comes to ability names. I recently did a go-over of the Punch Art/Martial Arts abilities some of these are referring to, since FF has a history of reusing terms this is all quite interesting. Take or leave these however, I don't care.

-Spin Fist can be Spinning Fist and Pummel can be Pummeling Fist (or Repeating Fist, but that's kinda meh in comparison). These are both in the same tree so you could say they go together this way.
-Secret Fist came from Secret Hole Fist. This may or may not refer to punching the Death point in qigong internal healing also known as dim mak, or Death Touch as it’s referred to in the west. This could fall in line with Chakra, but also talks of one single blow. Fist of the North Star actually translated this as the Hidden Points thing (but that's probably better for a whole FotNS tree or class, not making any suggestions.)
-Later on, Earth Render became Shockwave or Rockbreaker. But that was (mostly) not to Monk/White Monk. Works better this way anyway in cooperation with Air Render.
-Aura Blast and Far Fist come from the same term, which is also where Wave Fist came from. No need to change these but it's a funny little tidbit.

nsrr
Sher'Tul
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Joined: Mon Sep 21, 2015 8:45 pm
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Re: White Monk v 1.3.3

#54 Post by nsrr »

Updated for ToME 1.5.x

v.1.3.3
Field Control (obsolete) is out. The updated Mobility tree has been added in its place.

Sorry for the delay.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: White Monk v 1.3.3

#55 Post by ghostbuster »

Whitemonk is a very fun class to play. I just have a problem with Agile Combattant/Nimble Defender.
The bonuses can be really too large. I met a randboss who was level 106 and had Nimble Defender at level 13. As a result his defence was raised by 520 (for a rescaled defence of 160 !!!) and his hardiness by 60%. The very few times that I succeeded to hit him thanks to concurrent "perfect strikes" and "secret fist" (maybe 5% of the times), the damage was reduced by 70% by his aura of protection.... After maybe 15mn, he still was at 80% life. Not really fun to play. :(

Probably the defence bonus should be reduced and/or capped. Or there should be a talent that hits while ignoring defence...

nsrr
Sher'Tul
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Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: White Monk v 1.3.3

#56 Post by nsrr »

Glad you enjoyed it, and thanks for the feedback!

Taking a quick look into the talent, I see now that it has infinite talent level scaling. The formula is 'X * TL / 5' where X is a value that scales with DEX from somewhere around 20 (at 10 DEX) to 200 (at 100 DEX) with a maximum limit of 400 (I'm not certain what DEX value this would be reached at, honestly). The scaling should probably be reduced a bit, and the TL multiplier should probably have a cap. I think the reason that I did it without a cap originally was so that it would continue to scale well, even with diminishing returns, in the ID at high levels. Looks like the hardiness scales on straight TL with a maximum limit of 100. That can definitely come down.

Also, light armor training was not a thing when I created this talent tree, and I'm betting that, even though White Monks start without Combat Training, rando's are probably double-dipping on the light armor bonuses.

I will have to think on what to do about this. I'm inclined to give them Combat Training and rework the Agile Combatant tree. There are things in there I like, but I fear there may be too much overlap with Light Armor Training and the new Mobility tree, which I recently opened for the class, to replace Field Control.

I don't have much time for development at the moment, so it's likely to take a while to work out what I want to do. In the meantime, I am always welcome to ideas and opions on the matter.

nsrr
Sher'Tul
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Joined: Mon Sep 21, 2015 8:45 pm
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Re: White Monk v 1.4.1

#57 Post by nsrr »

Okay, so I unexpectedly had some free time due to bad weather, and I worked out some changes. I have should have given the 1.5 changes a deeper look before updating the class. Combat Training is back in and Agile Combatant and Guided Fist have been tweaked a bit.

v1.4.1
----
Unlocked Combat Training at 1.3 mastery. White Monks now start with one point in combat accuracy.

Guided Fist no longer grants accuracy.

Nimble Defender no longer grants defense and armor hardiness when wearing light armor. Instead, projectiles targeting the actor are passively slowed when wearing light armor.

Agile Combatant (talent) no longer reduces fatigue.

Rinekusu
Posts: 2
Joined: Tue May 16, 2017 10:51 pm

Re: White Monk v 1.4.1

#58 Post by Rinekusu »

I get LUA errors with this mod installed whenever a missle / archery based projectile is fired at me. whether i am playing as the class or not. I do have a lot of mods installed though. it references a nil value
Attachments
LUA Error.JPG
LUA Error.JPG (198.77 KiB) Viewed 90332 times

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
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Re: White Monk v 1.4.1

#59 Post by nsrr »

Rinekusu wrote:I get LUA errors with this mod installed whenever a missle / archery based projectile is fired at me. whether i am playing as the class or not. I do have a lot of mods installed though. it references a nil value
Sorry for the late reply. Looks like this is your first forum post, so there was a delay before your post became visible to others, as far as I understand it.

I hadn't played the latest version yet, but I've just done a quick test and it seems to run without issue. Took a while to find something to shoot at me (they're never there when you want them...), but I also confirmed that I do not receive an error when projectiles are fired.

Anyhow, I see that the error also references the 'Mage Bow' addon, so my first guess would be that there is either a conflict between the two, or a problem with that addon itself.

Rinekusu
Posts: 2
Joined: Tue May 16, 2017 10:51 pm

Re: White Monk v 1.4.1

#60 Post by Rinekusu »

Yes i noticed that After but couldn't update my post as it was waiting approval .

I opened both mods in a text editor And looked at all dam mod references but I'm not knowledgeable enough to figure out what's going on.

I think the white monk class doesn't know how to handle damage from one of mage bows sustains and is resulting in no value. I'm just guessing though. I have so many classes and race addons cause i like fighting crazy unique uniques and bosses.

I was using white monk as a undead, and a magebow skeleton archer spawned every time and could not damage me.

It Just spawned more lua errors everytime until i killed them which became insanely annoying so i took out white monk for now cause its the first time mage bow gave me errors

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