Code: Select all
Lua Error: /mod/class/Actor.lua:3605: attempt to index a nil value
At [C]:-1 __newindex
At /mod/class/Actor.lua:3605 unlearnTalent
At /mod/dialogs/LevelupDialog.lua:335 learnTalent
At /mod/dialogs/LevelupDialog.lua:896 onUseTalent
At /mod/dialogs/LevelupDialog.lua:664 on_use
At /mod/dialogs/elements/TalentTrees.lua:163 onUse
At /mod/dialogs/elements/TalentTrees.lua:119 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /engine/ui/Dialog.lua:533 mouseEvent
At /engine/ui/Dialog.lua:312 fct
At /engine/Mouse.lua:52
Code: Select all
newTalent{
name = "Incinerating Blows",
type = {"corruption/demonic-strength", 1},
require = str_corrs_req1,
points = 5,
mode = "passive",
radius = function(self, t)
return math.floor(self:combatTalentScale(t, 1, 3.2))
end,
getChance = function(self, t)
if self:attr("is_destroyer") then
return 25 + (10 * self.is_destroyer)
else
return 25
end
end,
getPowerbonus = function(self, t)
return 5 * self:getTalentLevel(t)
end,
damBonus = function(self, t) return self:combatTalentSpellDamage(t, 25, 90) end,
bigBonus = function(self, t) return self:combatTalentSpellDamage(t, 25, 160) end,
callbackOnMeleeAttack = function(self, t, target, hitted)
local tt = self:isTalentActive(t.id)
if not tt then return end
if not hitted then return end
local tg = {type="hit", range=10, talent=t}
local dam = self:spellCrit(t.damBonus(self, t))
self:project(tg, target.x, target.y, DamageType.FIREBURN, dam)
local procchance = t.getChance(self, t)
if not rng.percent(procchance) then return end
local tg = {type="ball", 10, radius=self:getTalentRadius(t), friendlyfire=false}
local dam = t.bigBonus(self, t)
self:attr("combat_spellpower", t.getPowerbonus(self, t))
self:project(tg, target.x, target.y, DamageType.FLAMESHOCK, {dur=2, dam=self:spellCrit(dam)})
self:attr("combat_spellpower", -t.getPowerbonus(self, t))
game.level.map:particleEmitter(target.x, target.y, tg.radius, "ball_fire", {radius=tg.radius})
return
end,
info = function(self, t)
return ([[The power of the Fearscape infuses your weapons: Your melee attacks will deal %0.2f fire damage, spread over 3 turns.
Additionally, every time you attack, there is a %d%% chance of releasing a burst of powerful fire that will deal %0.2f fire damage to all enemies in radius %d, while also stunning for 2 turns.
For the purposes of applying the stun, you have %d bonus spellpower.
The damage will increase with your Spellpower.]]):
format(
damDesc(self, DamageType.FIRE, t.damBonus(self, t)),
t.getChance(self, t),
damDesc(self, DamageType.FIRE, t.bigBonus(self, t)),
self:getTalentRadius(t),
t.getPowerbonus(self, t)
)
end,
}