Dungeon spawn addon
My retarded ass finaly fixed path to mage city getting your character stuck in black screen.
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7DRL already???
I'd completely forgotten about this until I was poking around on Reddit this morning and tripped over a notification about it. I've been wanting to try this for a long time. Perhaps I can find the time to do it this year.
I wonder if I have enough time to figure out how to use the TE4 engine for this...
"You now also use your x in place of x when equipping weapons and ammo as well as when calculating weapon damage."
I can't seem to wrap my head around the way lua for skills that replace weapon stat calc and equip requirements with another stat work.
For example if ↓
newTalent{ name = "Strength of Purpose", type = {"chronomancy/guardian", 1}, points = 5, require = { stat = { mag=function(level) return 12 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) return ([[Increases Physical Power by %d, and increases weapon damage by %d%% when using swords, axes, maces, knives, or bows. You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage. These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.]]): format(damage, 100*inc) end, }
Is changed to something like ↓ and given to a custom class the skill will have no effect.
newTalent{ name = "Magic Enhanced Strength", type = {"spell/Body enhancements", 1}, points = 5, require = { stat = { mag=function(level) return 12 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) return ([[Increases Physical Power by %d, and increases weapon damage by %d%% when using swords, axes, maces, knives, or bows. You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage. These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.]]): format(damage, 100*inc) end, }
I have no idea what I'm missing, is there another lua file that somehow is loaded by the skill or am I completely misreading the lua?
Improved Easy of Use of Icons
With respect to the single row of ICONS at bottom of the page, I propose having two independent rows. This would make navigation much faster for those who use the ICONS. Currently, there are five pages with over lapping ICONS (pages not independent). There is ample room for most computer screens. Alternatively, instead of an additional row, have one or two columns of additional ICONS.
Maybe this exists, if not, it would make playing the game much easier for me.
Any thoughts?
Wiki: Chronomancy done!
After a lot of work, I've finished updating every. single. one. of the Chronomancy talents.
If you find any errors please feel free to report. There are still a few things I need to make easier to read, mainly a nice way to report those talents that use the getParadoxSpellpower function.
Next long project: Embers of Rage talents. Anyone want to help with the wiki? We sure need it.
Random game Idea using Tales of Maj'Eyal engine.
For this idea I was imagining the content of TOME/Runescape/Adventure Manager/adom. (limited imagination)
-You start out without picking any class,
just pick a name, gender, race, and what you look like.
-The choices throughout the game choose who/what you will become.
-Level progression system to were doing actions can give you exp towards that skill, resulting in certain gear/armor being obtainable only by non/combat methods or mixed.
-Zone creatures respawn, and could have a level modifier per number of times the zone has been cleared (something crazy maybe).
Also the time zone creature respawn could be important too, not just instant respawning from walking in and out of the zone, but something smoother.
-Epic Bosses when triggered can roam, even destroying towns.
-Towns can be invaded by mobs.
-Towns may have a traveling merchant (has rare goods).
-Towns will usually offer different prices for materials, maybe more of a % flux depending on distance away from a certain origin (something like that).
-Towns are your main trade route, investing/selling/crafting your materials you gather along the way. Even being able to purchase land to grow crops, even a house in some towns.
To make said above interesting, maybe the location of the ore can be relevant to something other than random, also the gear purchased intown and from the traveling merchant will be extremely detrimental to the game, but at the cost of having coins being hard to acquire (no coin drops from certain creatures).
-I liked ADOM's design on character creation where creation on a certain date/time can give you pros/cons, maybe this could have it too, but that might take away from the "be whatever you want" design of this, so these pros/cons could be less gameplay altering, maybe visually, acoustically? (Being born in April could make your person start fat, forever fat custom tile.... just a thought) Must have skill list:
-Mining
-Smithing
-Herblore
-Summoning
-Fishing
-Farming
-Cooking
-construction (build your own dungeons/houses/traders hut/teleporter/farms)
-Woodcutting
-Fletchery
-Firemaking (Torches, camps at night)
-Attack
-Strength
-Defence
-Hitpoints - Idk if these should be replaced by cun/str/con/con/dex/mag/will or what the appropriate take on these would be on the TOME engine.
-Ranged
-Magic
-Prayer
Addon Error
So, I made this addon from scratch, but when i try to start a new game with it the loading bar stops at 100 and starts flickering. The crash log says this:
Lua Error: /engine/utils.lua:1782: /data-rpg/birth/classes/mage.lua:6: '}' expected (to close '{' at line 4) near 'name'
At [C]:-1 At [C]:-1 error At /engine/utils.lua:1782 loadfilemods At /engine/Birther.lua:36 loadDefinition At /hooks/rpg/load.lua:6 At [string "return function(l, self, data) local ok=false..."]:1 At /mod/load.lua:271 At [C]:-1 require At /engine/Module.lua:160 load At /engine/Module.lua:955 instanciate At /engine/utils.lua:2197 showMainMenu At /engine/init.lua:162 At [C]:-1 dofile At /loader/init.lua:204
Can anyone tell me what this means?
Login Broken again
Apparently I am unable to login to my profile via t-engine either via steam or the 1.3 beta. though I was in the middle of chatting with an admin.
Marauders, they are fun! - Will/Should Aria pick up stealth later on?
Eventually I unlocked the marauder and played some.
To me the marauder is easier to play then the roque for his mobility in battle.
I just survived the orc ambush with my cornac marauder. It seems versatily offsets great equipment and health. I just had some blue leather armour and nice weaponry. Just hackin and slashing were sufficient to undo the ambush in rather drawn out fights. Obviously unstoppable was important.
I wonder whether to pick up the stealth prodigy later on. On Lvl 30 there were not enough Class Points to spend to make it worthwile.
Unkillable mobs and boss in starting area
I love the Fairie race especially when you play it as a battledancer.
There is just one thing that bothered me: in the starting area there are mobs you just can't kill. I tried with different classes and I keep dealing 0 damage.
One lucky run I was able to reach the last dungeon level and the boss is unkillable as well, so I just left the area. The problem is, tough, that by leaving the area you can't finish the starting quest cause there is no way to return back.
Hope this will be fixed.