ToME: the Tales of Maj'Eyal

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PostPosted: Fri Dec 25, 2015 6:41 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
2.0.1

Overhauled the class and rounded it out with one last new tree. The class relies heavily on Willpower but will need equal investment in either Cunning or Dexterity to make a well rounded character, likely with some investment in the third stat as well. Prowlers now have a tree dedicated to daggers which requires dexterity, and Psiblade Combat now always requires cunning. Prowlers should now have two distinct styles: Wil/Cun with mindstars or Wil/Dex with daggers.

New Tree:
Technique/Willful Hunter

1)Willful Hunter:
You augment every strike with your Will. Increases physical power by %d and physical crit rate by %0.2f%% . Power increases with your Mindpower and crit rate with Dexterity.
Also, when using knives, you now use your Willpower instead of your Strength for bonus damage.
2)Hunter's Helper
You know nature's deadly secrets. You use your knowledge to craft a potent acid and through force of Will you project it through your daggers. While active, your dagger hits will deal %d Acid damage and increase your Equilibrium by 1. Critical hits will cause an acid splash, dealing %d Acid damage to all targets in a radius 2 of the attacker, including the primary target. At raw talent level 3 the damage will become blinding acid.[Damage increases with Willpower, I forgot to put that in the description apparently.]
3)Anticipation
Waiting for the right moment is as important as striking from the right spot. You are a master hunter and anticipation heightens your power. The damage of your critical hits is passively increased by %0.2f%% .
Additionally, when moving you will gain the Anticipation effect, increasing your physical and acid damage by %0.2f%% and APR by %d for one turn. Further moves will refresh the effect and the damage, APR and duration will stack up to 3 times. APR is based on Willpower and damage is based on Dexterity. This effect will only occur when there are enemies nearby.
4)Tip the Balance:
You dominate the battle through force of will, tipping the balance of nature in your favor. Activating the talent will restore %d%% of your maximum stamina and while active your Physical and Mind Power are increased by %d and your Physical and Mind crit rates are increased by %0.2f%% . All melee attacks will restore %0.2f Stamina and increase your Equilibrium by %0.2f . Critical hits will have %0.2f%% chance, based on Cunning, to instead restore twice the amount of Stamina and reduce, rather than increase, your Equilibrium. Each turn that Tip the Balance is active your Equilibrium will increase by 3 and a check will be made. The talent will deactivate if the check fails.

Other Changes:
The last talent of Ecomancy has been changed from Ecoport to Eyal's Wrath, a cone blast that deals slowing nature damage based on Willpower (very similar to Wyrmic breaths).
The activated effect from Prowl is now a short range teleport with a margin of error (basically the old Ecoport effect) that has a chance to confuse enemies within the margin of error when you appear. I originally imagined this class using stealth heavily, but with the more pronounced split between Dex and Cun I felt that Prowl should do something that was useful for either build. The Ecoport teleport was useful, but it was buried at the end of the Ecomancy tree which felt like it should just be a Nature blasting tree. Which it now is :D
Removed Cunning/Dirty. Removed Harmony, Lethality, Eyal's Fury, and Moss as locked talents. Added Technique/Combat Techniques and Cunning/Trapping as locked talent trees at 1.1 mastery.
Your daggers now start equipped in your off set.


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PostPosted: Mon Dec 28, 2015 1:10 am 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
Lua Error: /mod/class/uiset/Minimalist.lua:684: attempt to perform arithmetic on field 'damage_shield_absorb' (a nil value)
At [C]:-1 __add
At /mod/class/uiset/Minimalist.lua:684 displayResources
At /mod/class/uiset/Minimalist.lua:2134 display
At /mod/class/Game.lua:1562
Lua Error: /mod/class/uiset/Minimalist.lua:684: attempt to perform arithmetic on field 'damage_shield_absorb' (a nil value)
At [C]:-1 __add
At /mod/class/uiset/Minimalist.lua:684 displayResources
At /mod/class/uiset/Minimalist.lua:2134 display
At /mod/class/Game.lua:1562
Lua Error: /mod/class/uiset/Minimalist.lua:684: attempt to perform arithmetic on field 'damage_shield_absorb' (a nil value)
At [C]:-1 __add
At /mod/class/uiset/Minimalist.lua:684 displayResources
At /mod/class/uiset/Minimalist.lua:2134 display
At /mod/class/Game.lua:1562

I've got about 30 of these as the last things in the log. I'm using the minimalist UI, maybe that's the problem? I've never crashed with minimalist UI running anything else before.


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PostPosted: Mon Dec 28, 2015 1:39 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5485
Nah, its not the UI's fault.
What has happened is that a damage shield has been created without the damage_shield_absorb field set.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Mon Dec 28, 2015 3:19 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
Quote:
Lua Error: /mod/class/uiset/Minimalist.lua:684: attempt to perform arithmetic on field 'damage_shield_absorb' (a nil value)

Quote:
Nah, its not the UI's fault.
What has happened is that a damage shield has been created without the damage_shield_absorb field set.


Yeah, I use minimalistUI myself. I had gotten similar errors in testing, but it was always due to a mistake in Prowler, not actually the UI.

I'm kind of at a loss as far as your error, though, since Prowler doesn't do anything with Damage Shields except deactivate them if you try to use one while you already have a Nature Shield. Focus used to affect Damage Shields as well, but I had to change it because it was causing too many problems.
I can tell from the talents your character has that you have the most recent version of the add on, which would have been my first guess.
I can't see anything looking over the code right now that would cause this, but clearly something is going on.
So.
A couple questions:
Are you getting the error when you do anything in particular, such as activate a Damage Shield (shielding rune) or when Focus generates a shield from moving?
Did this error only occur shortly after learning any particular talent that you noticed?

I will see if I can recreate the error and come up with a solution in the meantime, but any details will certainly help me out.


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PostPosted: Mon Dec 28, 2015 3:58 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
nsrr wrote:
I will see if I can recreate the error and come up with a solution in the meantime, but any details will certainly help me out.

So. I was mistaken about the UI I was using, it was not Myth's Minimalist.
However, I downloaded Myths and loaded it up along with all the add ons I usually use and rolled an Ogre Prowler, so I would start with a damage shield. A few minutes later (thanks to Uniques) I was at level 4 and unlocked Focus.
Try as I might, however, I could not get your error.
I tried activating the shield rune and then moving. Worked as intended, Damage Shield was unaffected and no Nature Shield was set.
I tried activating the shield rune after Focus had set a Nature Shield. That worked as intended as well. Both shields were up for one turn and soon as the next turn began they were both deactivated. Normally I'm happy when I can't get an error, but in this case it's kind of frustrating.

I just thought of one other thing to try, getting hit during the one turn that both shields can overlap. That could be the culprit, actually, because it would cause the UI to try to update the shield absorb value of both shields. Let me try that out. If that turns out to be the case... I'm not really sure how I'll fix that. It would either require over/superloading all the talents and items that generate a Damage Shield, and that would be... not something I'm prepared to tackle... Or I would have to try to come up with some other work around. In the meantime... Consider replacing your Shield Rune with a Movement Infusion? :wink:

I'll update you if I figure anything out, and thanks again for trying my add on! Hopefully we will get this straightened out so you can continue to enjoy it.


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PostPosted: Mon Dec 28, 2015 5:48 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
Ok, so with further testing I was able to re-create your error. Even with Minimalist disabled. As fas as I can tell it is only happening when a Damage Shield and Nature Shield are active at the same time. It's hard to pinpoint exactly when the error is occurring, but it must be sometime between one shield effect being deactivated and the other being deactivated. When the effect is removed it sets self.damage_shield_absorb to nil... but the UI is still picking up the other shield as active and then when it tries to calculate the absorb value it starts trying to do math on the value that was just set to nil. Which of course doesn't work, so... it tries to do it again... forever.
As far as I can tell this is what is causing the error. I tried a couple simple work-arounds by re-setting the value to 1 after removing the effect, but that didn't seem to work. This is either going to take a total re-haul of the Nature Shield effect... Or, more likely, I will figure out a way to prevent the player from using a Damage Shield if Nature Shield is already active. In order for the UI to display the damage being blocked by Nature Shield it has to use the same self.damage_shield_absorb value as Damage Shield, which I like, so I'd rather avoid changing it.
I have a couple ideas, but I need to go to bed. I will take another crack at it tomorrow and keep you posted.


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PostPosted: Mon Dec 28, 2015 5:34 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
Alright, I've been considering the problem while working today. I should have a fix out for you tonight. I'm going to haveto rework the Nature Shield effect. I don't think I'll be able to have the effect display the shield power on the UI health bar, but the effect icon will still keep track of the damage absorbtion.
This effect was originally cobbled together from bits of code for Barrier and Weapon of Light. At the time it was the best I could do, but I have since learned more about effects and am confident I can rework it from scratch, avoiding any conflict with other add one or the UI.

I'll upload an update as soon as I get it worked out. For now, back to work...


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PostPosted: Tue Dec 29, 2015 5:13 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
Harmless wrote:
I've got about 30 of these as the last things in the log. I'm using the minimalist UI, maybe that's the problem? I've never crashed with minimalist UI running anything else before.

Fixed. Focus now generates a Psionic Damage Shield and will once again also interact with other Damage Shields. The corresponding effects for these shields each deactivate the other as soon as they are activated, so the game will never run into the situation where there were two shields at a time.

Implemented a couple other changes I had been working on while I was at it. Piercing Mind's physical damage is now based on Mindpower instead of Dexterity and the bonus from Mindstar Master scales slightly differently. Also, I finally figured out what was going on with the range on Pounce and fixed that.

I will likely end up revisiting this because I don't really like the way that Psionic Damage Shield displays the shield power. It only shows up on the health bar and the effect icon only displays the duration. I have a fix in mind that would let me use Nature Shield, but it will take a little more time and testing than I can manage at the moment.

Thanks again for bringing this to my attention. I admit, I never used shield runes on any of my Prowler plays after doing what I thought was thorough initial testing. I probably never would have caught this on my own and it was a pretty serious bug. I'm glad I happened to be logged on when you mentioned it :wink:


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PostPosted: Tue Dec 29, 2015 8:53 am 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
Glad to help, love the class concept. I'll try the new one tonight or tomorrow.
Thanks for the effort you put into it!


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PostPosted: Sun Jan 03, 2016 9:26 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
2.1.2 aka Ecomancy+

I reworked Ecomancy because I really wanted Willpower to be the core of the class, supported by either Dex or Cun. Stalker and Prowler both offered a lot of core utility for the class, but Ecomancy had nothing but damage (and Vine Grab, which is an excellent disable vs casters) and the talents were mostly only worth one or two points. So, the talents all have the same activated effects as before, but Swarm, Numbing Spores and Eyal's Wrath all now have something added if you invest in them. Vine Grab remains almost unchanged, but the range now scales up to 10 and the cooldown decreases with investment. Also, I made it's exact functionality a little more clear in the description.

Swarm:
You will a stinging swarm to fly at your target doing %0.1f nature damage and slowing it down by 30%% for 3 turns. The swarm can fly from foe to foe, hitting up to a total of %d target(s). Additional targets must be within 6 tiles of each other and the swarm loses %0.1f%% damage per bounce. The damage will increase with your Mindpower.
At raw talent level 3 and above you are constantly surrounded by your swarm. All foes who strike you with a melee attack will be harassed by the stinging insects for 3 turns. Their accuracy will be reduced by %d , and each turn will take %d slowing Nature damage and have a %d%% chance to either be Blinded, Silenced or Pinned for 3 turns. The strength of the swarm can stack up to 3 times, increasing damage dealt and accuracy penalty.

Vine Grab:
Will a thorny vine to lash out at your foe, dragging them to your side and constricting them for %d turns. The vine will attempt to strangle (silence) and grapple (pin and damage) the target.
The thorns will deal %0.2f slowing nature damage per turn.
The damage will increase with your Mindpower.

Numbing Spores:
Will a cloud of numbing spores to engulf your foes. The cloud rolls out from the caster with initial radius 1, increasing once every other turn to a maximum eventual radius of %d, doing %0.2f slowing nature damage for %d turns. The damage and duration will increase with your Mindpower.
At raw talent level 3 and above your spores will constantly surround you. Any foe who is Slowed and misses you with a melee attack will inhale spores, reducing damage dealt by 25%% for 5 turns.

Eyal's Wrath:
You are completely in tune with Nature and can call the wrath of Eyal itself to annihilate your foes. Deals %d slowing nature damage in a cone of radius %d . Damage increases with your Mindpower.
At raw talent level 5 all melee attacks against Slowed enemies will deal an additional 25%% damage as Nature.


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PostPosted: Sat Jan 23, 2016 7:08 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
v.2.1.5 aka Double Dam

:oops: So I've been perpetuating a mistake I made early on by recycling my code...and I just realized it. Talents that were supposed to affect physical power were... not. I used a temp value that doesn't even exist. Don't ask me how I overlooked this so long, I have no idea. :oops:

It's fixed now.


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PostPosted: Sat Jan 23, 2016 9:32 pm 
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Joined: Tue Dec 22, 2015 4:37 pm
Posts: 2
um, it appears you ended up breaking it entirely, just tried playing with the class and a lau error appears everytime i try to deal damage, with no actual damage being dealt.

EDIT: it appears just to be effecting physical damage i think, as the swarm spell still works fine, but the pounce + standard attacks get the error, it also appears to be effecting other actors as well, as wolfs and snakes produce the error when they try to attack me with no damage being dealt


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PostPosted: Sat Jan 23, 2016 10:05 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
lordofultima wrote:
um, it appears you ended up breaking it entirely, just tried playing with the class and a lau error appears everytime i try to deal damage, with no actual damage being dealt.

EDIT: it appears just to be effecting physical damage i think, as the swarm spell still works fine, but the pounce + standard attacks get the error, it also appears to be effecting other actors as well, as wolfs and snakes produce the error when they try to attack me with no damage being dealt


I, uh, yeah... I uploaded the wrong version... I had been trying to par down one of the superloads but wasn't having much success. As you witnessed...

Reverted to last uploaded version and added the proper temp values. All fixed now :knocks on wood: .

Thanks for reporting it, I really appreciate it.


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PostPosted: Sat Feb 27, 2016 2:06 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
v 2.2.0

Now available on the Steam Workshop.

Fixed all passives that gave values based on a variable such as a stat or power. These were only being calculated when the talent was taken and not adjusted as the base value changed. All such passives will now re-check values each turn.

This add on has kind of fallen to the wayside as I've been working more on others, but I will try to at least keep it up to date.

Of course I'm am always still open to suggestions and comments, and grateful for bug reports, so please let me know if you have any.


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PostPosted: Sun Feb 28, 2016 4:09 am 
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Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 55
Location: A Narrow Gap in Time
When playing a Firmamancer in the original campaign, I attempted to open my inventory to check my staff's elemental enhancement. Instead, I got an error mentioning the Orc campaign and this addon. I repeated in a fresh new game in the Gates of Morning and it repeated. Then I disabled Prowler, tested again, the error was gone. To make sure it wasn't a weird Firmamancer, I re-enabled Prowler, disabled Firmamancer, and rolled a Sun Paladin. Inventory opened, but a second or so after it did, I got the same error.

The really strange thing is, I never had the error come up in the Embers campaign.

Code:
Lua Error: /mod/class/OrcCampaign.lua:180: attempt to call field 'compare_scaled' (a nil value)
   At [C]:-1 compare_scaled
   At /mod/class/OrcCampaign.lua:180
   At [string "return function(l, self, data) local ok=false..."]:1
   At /mod/addons/prowler/superload/mod/class/Object.lua:1053 desc_wielder
   At /mod/addons/prowler/superload/mod/class/Object.lua:1129 getTextualDesc
   At /mod/class/Object.lua:1962 getDesc
   At /mod/dialogs/ShowEquipInven.lua:54 on_select
   At /mod/dialogs/ShowEquipInven.lua:234 select
   At /mod/dialogs/ShowEquipInven.lua:93 on_select
   At /engine/ui/ListColumns.lua:437 onSelect
   At /engine/ui/ListColumns.lua:658 display
   At /engine/ui/Inventory.lua:291 display
   At /engine/ui/Inventory.lua:281 generateList
   At /engine/ui/Inventory.lua:133 generate
   At /engine/ui/Base.lua:105 init
   At /engine/ui/Inventory.lua:57 init
   At /engine/class.lua:147 new
   At /mod/dialogs/ShowEquipInven.lua:90 super_init
   At ...s/wield_replace/superload/mod/dialogs/ShowEquipInven.lua:25 init
   At /engine/class.lua:147 new
   At /engine/interface/ActorInventory.lua:353 showEquipInven
   At /mod/class/Game.lua:1880
   At /engine/KeyBind.lua:236


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