ToME: the Tales of Maj'Eyal

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PostPosted: Mon Mar 14, 2016 7:39 pm 
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Spiderkin

Joined: Sun May 12, 2013 7:00 am
Posts: 574
The solid shot tinker throws this error if it doesn't kill the target:

Code:
Lua Error: /engine/Actor.lua:332: attempt to perform arithmetic on local 'dist' (a function value)
   At [C]:-1 __sub
   At /engine/Actor.lua:332 knockback
   At /mod/class/Actor.lua:1415 knockback
   At /data-orcs/talents/steam/other.lua:1481 archery_onhit
   At /mod/class/interface/Archery.lua:414 damtype
   At /engine/interface/ActorProject.lua:419 projectDoAct
   At /engine/interface/ActorProject.lua:508 projectDoStop
   At /engine/Projectile.lua:230 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick

_________________
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/


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PostPosted: Fri Mar 18, 2016 2:08 am 
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Joined: Tue Mar 01, 2016 3:09 am
Posts: 3
in orc.teaac\data\talents\other.lua

newTalent{
name = "Solid Shell", short_name = "TINKER_SOLID_SHELL",
type = {"steamtech/other",1},
points = 5,
cooldown = 10,
steam = 5,
radius = 0,
range = steamgun_range,
requires_target = true,
tactical = { ATTACK = { PHYSICAL = 2 }, ESCAPE = { knockback = 2 }},
target = function(self, t) return {type="ball", range=nil, radius=self:getTalentRadius(t), selffire=false} end,
on_pre_use = function(self, t, silent) if not self:hasArcheryWeapon("steamgun") then if not silent then game.logPlayer(self, "You require a steamgun for this talent.") end return false end return true end,
getMultiple = function(self, t) return self:combatTalentWeaponDamage(t, 0.5, 3) end,
knockback = function(self, t) return math.floor(self:combatTalentScale(t, 2, 6)) end,
archery_onhit = function(self, t, target, x, y)
if target:canBe("knockback") and not target.dead then
---------------------change here!!-------------------------
target:knockback(self.x, self.y, t.knockback(self, t), false)
----------------------------------------------------
target:crossTierEffect(target.EFF_OFFBALANCE, self:combatSteampower())
game.logSeen(target, "%s is knocked back!", target.name:capitalize())
else
game.logSeen(target, "%s resists the knockback!", target.name:capitalize())
end
end,


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PostPosted: Tue May 29, 2018 12:37 pm 
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Cornac

Joined: Sat Sep 27, 2014 11:33 am
Posts: 35
Location: Irkkk
I think it haven't been fixed in 2018.


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