Nullpack 2019-02-21: Gravitic Infantry

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Doctornull
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Re: Nullpack v4: class collection (some complete, some not)

#31 Post by Doctornull »

I found the place where you were seeing that Lua error, and removed an unnecessary check.

Now v5 is uploaded -- everyone, if you picked up v4, please throw it away and get v5!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Avernite
Wayist
Posts: 16
Joined: Wed Jul 10, 2013 9:55 pm

Re: Nullpack v4: class collection (some complete, some not)

#32 Post by Avernite »

Doctornull wrote:Nullpack v4 released. I put the notes on the major changes in the first post.

All classes are now playable!

@Avernite - I haven't changed Reckless Invocation yet, it's up next now that all the classes have their first vital custom trees written and working.
It says the Creep is still incomplete. Is that true? Of all the classes I wanted to try just him

UPD
Tried heavy instead.
Omg!
its a mix of 2 my fav chars: melee TW and heavy armored PM.
Epic!

Doctornull
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Re: Nullpack v4: class collection (some complete, some not)

#33 Post by Doctornull »

Avernite wrote:It says the Creep is still incomplete. Is that true? Of all the classes I wanted to try just him
The Creep's low-level play ought to work, but his high-level options currently suck. I wouldn't be satisfied playing this class through the whole game, so to me it's incomplete.

I'm working on a new high-level tree or two for him.
Avernite wrote:UPD
Tried heavy instead.
Omg!
its a mix of 2 my fav chars: melee TW and heavy armored PM.
Epic!
Awesome, glad you like!

The goal behind the Heavy was to make a TW-like class which was used for melee, in spite of its fantastic mobility.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
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Re: Nullpack v6: creep UI enhancements

#34 Post by Doctornull »

Bugfix: v6 released, please update when you have a chance.

Also in v6 I've adjusted the costs for some Advanced Staff Combat talents.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
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Re: Nullpack v7: new Heavy talent tree

#35 Post by Doctornull »

About the new Heavy:

After gathering feedback (and playing it extensively myself), it seemed that there was too much starting overlap with the Bulwark, so the Heavy gained a new tree -- and lost 3 starting trees, no more Combat Techniques or Combat Veteran, and Shield Defense is now locked.

The new tree ought to complement the class's mobility, and it's intended to work well with the Gravity tree (locked).

If you do buy Shield Defense, note that the new tree's shield attacks WILL scale up with Shield Expertise, in a similar way to how the damage in Shield Offense scales up.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
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Re: Nullpack v8: new Heavy talent tree

#36 Post by Doctornull »

V8 is better than v7, because v7 has a bug that can cause your character to lose a turn when he uses one of the talents.

Oops!

Otherwise they're the same.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

MisiuPysiu
Archmage
Posts: 379
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Re: Nullpack v8: new Heavy talent tree

#37 Post by MisiuPysiu »

Hey Doctornull,

Great work with this addon!
I love the new Heavy class. Many ways to spend your class and generic points, diversity, all I like.
I hope you will keep updating the addon with new tools and talents and for the classes.

Cheers:)

Doctornull
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Re: Nullpack v8: new Heavy talent tree

#38 Post by Doctornull »

Cheers, MisiuPysiu! Please let me know if you find any problems with the Heavy.


The next classes I'm working on is a high-mobility magical Brawler type, limited to only humans, which calls out to their creation myth lore as the fire-born children of Gerlyk.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
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Re: Nullpack v9: the Embers of Gerlyk

#39 Post by Doctornull »

v9 is uploaded and ready for play.

To see the new class, pick a Human race (Higher or Cornac) and then open the Warrior group.

Enjoy!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Sradac
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Re: Nullpack v9: the Embers of Gerlyk

#40 Post by Sradac »

You just love to give us too many awesome classes to actually play, dont you?

Avernite
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Posts: 16
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Re: Nullpack v9: the Embers of Gerlyk

#41 Post by Avernite »

http://imageshack.us/photo/my-images/855/o53z.png/
Lua error.

Code: Select all

[LOG]	The damage shield reflects 15 damage back to Ondrumope the dwarf!
[LOG]	Your shield crumbles under the damage!
[LOG]	The shield around Elgo crumbles.
checkHit	16.5	11.55
=> chance to hit	63
[KNOCKBACK] from	nil	nil	over	2
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
stack traceback:
	[C]: in function 'line_base'
	/engine/utils.lua:1726: in function 'line'
	/engine/Actor.lua:292: in function 'knockback'
	/mod/class/Actor.lua:1092: in function 'knockback'
	/data/damage_types.lua:1110: in function 'projector'
	/engine/interface/ActorProject.lua:198: in function 'project'
	/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:173 useTalent
	At /mod/ai//tactical.lua:366 runAI
	At /mod/ai//tactical.lua:392 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1054 
[USERCHAT] channel talk	fixer9	tome	ack! math....
 ----------------  Stack Dump ----------------
2: table // 7b5eb8
1: table // 7b5eb8
--------------- Stack Dump Finished ---------------
[LOG]	Ondrumope the dwarf casts Moonlight Ray.
[SPELL CRIT %]	5.7
[PROJECTOR] starting dam	57.326257708561
[PROJECTOR] after difficulty dam	57.326257708561
[PROJECTOR] res	0	1	 on dam	68.745813776619
[PROJECTOR] after resists dam	68.745813776619
[PROJECTOR] after flat damage armor	68.745813776619
[PROJECTOR] final dam	68.745813776619
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[LOG]	#UID:162178:0#Ondrumope the dwarf hits Elgo for #GREY#0 darkness#LAST#, #1133F3#0 cold#LAST#, #aaaaaa#18 physical#LAST#, #GREY#69 darkness#LAST# damage (total 85.85).
[LOG]	#00ff00##UID:1535:0#Talent Firewalk Stride is ready to use.
[LOG]	#00ff00##UID:1534:0#Talent Searing Strike is ready to use.
[LOG]	Elgo stops surging mana.
[LOG]	
[USERCHAT] channel talk	StarKeep	tome	Don't you use your fancy curve language on me.
[USERCHAT] channel achievement	kethatril	tome	The sky is falling!	false	false
[USERCHAT] channel talk	creepingdusk	tome	100>500>1500>2500>4000
[USERCHAT] channel talk	StarKeep	tome	That doesn't work Dusk.
[LOG]	Elgo uses Infusion: Regeneration.
[LOG]	Elgo starts regenerating health quickly.
[PROJECTOR] starting dam	12.989996545276
[PROJECTOR] after difficulty dam	12.989996545276
[PROJECTOR] res	0	1	 on dam	12.989996545276
[PROJECTOR] after resists dam	12.989996545276
[PROJECTOR] after flat damage armor	12.989996545276
[PROJECTOR] final dam	12.989996545276
[LOG]	#UID:1681:0#Elgo hits Ondrumope the dwarf for #LIGHT_RED#13 fire#LAST# damage.
[LOG]	Ondrumope the dwarf casts Moontide.
[SPELL CRIT %]	5.7
[PROJECTOR] starting dam	31.936674967274
[PROJECTOR] after difficulty dam	31.936674967274
[PROJECTOR] res	0	1	 on dam	38.298552839543
[PROJECTOR] after resists dam	38.298552839543
[PROJECTOR] after flat damage armor	38.298552839543
[PROJECTOR] final dam	38.298552839543
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam	31.936674967274
[PROJECTOR] after difficulty dam	31.936674967274
[PROJECTOR] res	0	1	 on dam	31.936674967274
[PROJECTOR] after resists dam	31.936674967274
[PROJECTOR] after flat damage armor	31.936674967274
[PROJECTOR] final dam	31.936674967274
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam	31.936674967274
[PROJECTOR] after difficulty dam	31.936674967274
[PROJECTOR] res	0	1	 on dam	31.936674967274
[PROJECTOR] after resists dam	31.936674967274
[PROJECTOR] after flat damage armor	31.936674967274
[PROJECTOR] final dam	31.936674967274
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
checkHit	16.5	11.55
=> chance to hit	63
[KNOCKBACK] from	nil	nil	over	2
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
stack traceback:
	[C]: in function 'line_base'
	/engine/utils.lua:1726: in function 'line'
	/engine/Actor.lua:292: in function 'knockback'
	/mod/class/Actor.lua:1092: in function 'knockback'
	/data/damage_types.lua:1110: in function 'projector'
	/engine/interface/ActorProject.lua:198: in function 'project'
	/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:173 useTalent
	At /mod/ai//tactical.lua:366 runAI
	At /mod/ai//tactical.lua:392 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1054 
 ----------------  Stack Dump ----------------
2: table // 7b5eb8
1: table // 7b5eb8

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack v9: the Embers of Gerlyk

#42 Post by Doctornull »

Thanks Avernite!

Unfortunately it looks like this is a bug in HousePet's Midnight addon:

Code: Select all

/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
... is the addon error location.

Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.

Cheers!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Avernite
Wayist
Posts: 16
Joined: Wed Jul 10, 2013 9:55 pm

Re: Nullpack v9: the Embers of Gerlyk

#43 Post by Avernite »

Doctornull wrote:Thanks Avernite!

Unfortunately it looks like this is a bug in HousePet's Midnight addon:

Code: Select all

/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
... is the addon error location.

Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.

Cheers!
Ye i though the same after I posted this and looked thro the lines.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Nullpack v10: the Creep redone

#44 Post by Doctornull »

Nullpack v10:

Edit: This release may require infinite500 addon, please skip this version if you don't use i500, sorry for the inconvenience.

- Fine-tuning the Ember of Gerlyk custom tree. Now it uses Dexterity for its prerequisite (so you have an unambiguous stat path in the very early game) and it helps with your Spellpower, to compensate for the lack of a staff. Also fixed a bug which didn't give the Ember the +1 lifemod in its description.

- The Creep ought to be playable! I've given up on Gesture of Pain working with Predator for now, so it starts out as a Dagger-based class with the option of going for Mindstar training if you want later, since it's a Dex / Will / Cun class. I have plans for a high-level talent tree to fill out the "horror" theme that the Creep has going, so expect that to happen eventually in a future Nullpack.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
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Posts: 2402
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Location: Ambush!

Re: Nullpack v11: Creeping Featureism

#45 Post by Doctornull »

So it turns out I snipped some code from pre-1.0.5 and it worked because I was using the Infinite500 addon. (Which is a great addon and everyone should use it.)

BUT, this meant that some of my code didn't work with the base 1.0.4 game, and that's a problem.

v11 fixes this problem.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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