Lua Error: /engine/interface/ActorTalents.lua:80: bad argument #2 to 'info' (no value)
At [C]:-1
At [C]:-1 info
At /engine/interface/ActorTalents.lua:80 info
At /mod/class/Actor.lua:5468 getTalentFullDescription
At /mod/dialogs/LevelupDialog.lua:907 getTalentDesc
At /mod/dialogs/LevelupDialog.lua:682 tooltip
At /mod/dialogs/elements/TalentTrees.lua:184 updateTooltip
At /mod/dialogs/elements/TalentTrees.lua:110 fct
At /engine/Mouse.lua:76 receiveMouseMotion
At /engine/Mouse.lua:96 delegate
At /engine/ui/Dialog.lua:602 mouseEvent
At /engine/ui/Dialog.lua:343 fct
At /engine/Mouse.lua:76
And the talent...
Code: Select all
newTalent {
name = "Overpower", short_name = "MIC_OVERPOWER",
type = {"spells/arcane-remnants", 3},
require = spells_req3,
points = 5,
mana = 30,
cooldown = 20,
range = 5,
radius = 0,
getRadius = function(self, t)
local talLevel = self:getTalentLevel(t)
if talLevel >= 4 then return 1 else return 0 end
end,
tactical = { DISABLE = 2 },
direct_hit = true,
requires_target = true,
getDuration = function(self, t) self:combatTalentLimit(t, 6, 2, 4) end,
target = function(self, t)
return {type="ball", range = self:getTalentRange(t), radius = getRadius(self, t), talent = t}
end,
action = function(self, t)
local tg = self:getTalentTarget(self, t)
local x, y = self:getTarget(tg)
if not x or not y then return nil end
self:project(tg, x, y, function(tx, ty)
local target = game.level.map(tx, ty, Map.ACTOR)
if not target or target == self then return end
if target:canBe("pin") then
target:setEffect(target.EFF_PINNED, t.getDuration(self, t), {apply_power=self:combatSpellpower()})
else
game.logSeen(target, "%s resists the pin!", target.name:capitalize())
end
if target:canBe("silence") then
target:setEffect(target.EFF_SILENCED, t.getDuration(self, t), {apply_power=self:combatSpellpower()})
else
game.logSeen(target, "%s resists the silence!", target.name:capitalize())
end
end)
local _
game:playSoundNear(self, "talents/arcane")
return true
end,
info = function (self, t)
return ([[Silences and pins everything within a radius %d ball for %d turns.
The radius of the ball will increase to one at talent levels 4 and greater.
Apply chance will increase with your spellpower and effect length will increase with talent level.]]):
format(self:getTalentRadius(self, t), t.getDuration(self, t))
end,
}
