The Trench Strider: Celestial Melee/Caster of Moon and Sea

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Scol
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Joined: Sat May 31, 2014 10:41 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#16 Post by Scol »

Beat the Shore tooltip says it should make shields require MAG to equip while in fact it makes them require CUN.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#17 Post by astralInferno »

Tooltip is wrong. Will clarify!

Scol
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#18 Post by Scol »

Another LUA error for you :)

Code: Select all

Lua Error: /data-trenchstrider/talents.lua:1525: attempt to index field '__show_special_talents' (a nil value)
	At [C]:-1 __newindex
	At /data-trenchstrider/talents.lua:1525 passives
	At /engine/interface/ActorTalents.lua:435 learnTalent
	At /mod/class/Actor.lua:4065 learnTalent
	At /engine/resolvers.lua:90 
	At /engine/Entity.lua:677 resolve
	At /engine/Zone.lua:570 finishEntity
	At /engine/Zone.lua:414 makeEntity
	At ...challenge/superload/mod/class/generator/actor/Random.lua:58 generateOne
	At /engine/generator/actor/Random.lua:125 regenFrom
	At /engine/generator/actor/Random.lua:47 generate
	At /engine/Zone.lua:1008 newLevel
	At /engine/Zone.lua:898 getLevel
	At /mod/class/Game.lua:928 changeLevelReal
	At /mod/class/Game.lua:807 changeLevel
	At /mod/class/Game.lua:1834 
	At /engine/KeyBind.lua:241 
Happened during zone transition (with infinite loading time, error found in te4_log file) from world map to lumberjack camp

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#19 Post by astralInferno »

that's... odd. I know that that talent works fine when the player uses it.

...best guess is that the game explodes when it tries to apply 'show special talents' to an npc, as. they don't have a talent choosing dialogue. If this is /correct/, I have a fix incoming...

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#20 Post by astralInferno »

Fixed in 1.4
Hopefully fixed the lua error caused by the show-exotic-mastery line, which I /think/ showed up when an NPC tried to do it. NPCs no longer try to do that.
Beat the Shore now specifies Shields are cun based.

If you get that error again, please tell me, and I'll consult competent people.

(FTR: If I get reports of gamebreaking bugs, I'll put out a patch ASAP, but balance things and updates have to wait for me to have time/motivation/energy. Tooltip stuff isn't worth a new patch, but is low energy so gets added in to bugfixes.)

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#21 Post by Einander »

I've barely started playing, but it seems that respec doesn't play nice with Ocean Step. I tried putting five points in it because I was curious as to how the Exotic proficiency unlock would work, then I kicked it back down to two points afterward.

With those two points, I now have 700% movement speed, have 1800 Air, and still have Exotic proficiency unlocked. I'm guessing that isn't what's supposed to happen!

Micbran
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#22 Post by Micbran »

Looks like somebody forgot to add an unlearn function. :P
A little bit of a starters guide written by yours truly here.

Celestialer
Low Yeek
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Joined: Sat Jan 10, 2015 8:17 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#23 Post by Celestialer »

Celestial/Heavens first talent Sun and Moon says that "learning this talent enhances some of your darkness/cold talents to also benefit light/fire". Can you clarify what this means? I can't see any changes after taking it.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#24 Post by astralInferno »

Micbran wrote:Looks like somebody forgot to add an unlearn function. :P
It doesn't HAVE an unlearn function. It's passives. X_x It was done wrong, though, I largely fixed it.

I then spent 30 minutes trying to jury rig a solution for exotic weapon hiding before realising that every other talent that changes what stats you equip with is just no_unlearn_last from the beginning. So. It's becoming that.
Celestialer wrote:Celestial/Heavens first talent Sun and Moon says that "learning this talent enhances some of your darkness/cold talents to also benefit light/fire". Can you clarify what this means? I can't see any changes after taking it.
It benefits the support talents, like Darkest Depths and Replenishing Tides.

1.5
Ocean Step can't be unlearnt, in line with similar talents. If you COULD unlearn it, the movement speed/air would go away.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#25 Post by astralInferno »

I tried to fix Deepwater. I failed utterly. I have a Cold Fusion replacement lined up, though.

Razakai
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#26 Post by Razakai »

astralInferno wrote:I tried to fix Deepwater. I failed utterly. I have a Cold Fusion replacement lined up, though.
What went wrong with Deepwater?

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#27 Post by astralInferno »

I can't get it to not damage the user.
...also it lags the game massively, since I tried, which doesn't help.

Razakai
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#28 Post by Razakai »

Easy. For an example, see my Corpse Explosion talent for Deathknight - similar thing as it creates a field effect that doesn't damage friendlies (in fact, heals them).

What you need in your INFERNO_DARK_DEPTHS damage type is this:

Code: Select all

src:reactionToward(target) < 0
That, when given a target, checks that it's an enemy. So I think your new damage type would be something like this:

Code: Select all

newDamageType{
	name = "blinding darkness", type = "INFERNO_DARK_DEPTHS",
	projector = function(src, x, y, type, dam, state)
		state = initState(state)
		useImplicitCrit(src, state)
		local target = game.level.map(x, y, Map.ACTOR)
		if target and src:reactionToward(target) < 0 then
			local realdam = DamageType:get(DamageType.DARKNESS).projector(src, x, y, DamageType.DARKNESS, dam / 2, state),
			DamageType:get(DamageType.COLD).projector(src, x, y, DamageType.COLD, dam / 2, state)

			if target and rng.percent(25) then
				if target:canBe("blind") then
					target:setEffect(target.EFF_BLINDED, 3, {src=src, apply_power=src:combatSpellpower()})
				else
					game.logSeen(target, "%s resists!", target.name:capitalize())
				end
			end
		end
		return realdam
	end,
}
Can't test as I'm at work, but give it a shot.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#29 Post by astralInferno »

...I forgot I hadn't uploaded that.

Well, Deepwater had code to interact with a Midnight talent, but sadly that made it run /really slowly/ when combined with the 'don't hurt friendlies', so...

1.6
Deepwater no longer hurts you or allies, but will no longer summon horrors with Pitch Black.
Cold Fusion has been replaced with Lunar Prowess. This should NOT break saves - Cold Fusion still exists in the code.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#30 Post by astralInferno »

Thanks to Grayswandiir and 0Player, Wash Away now WORKS! WOOOO

1.07
Wash Away now works. Entirely.

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