Arcanum Class Pack v2.3

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JimmyAxel
Low Yeek
Posts: 7
Joined: Fri Jun 06, 2014 1:28 am

Re: Arcanum Class Pack v1.9.0

#361 Post by JimmyAxel »

I personally had always thought about the Enchanter having Enhancement, Spell/Fire, Spell/Earth, and Spell/Air as his base talents, as well as two custom Enchanting trees, one based on Willpower, and one based on Magic.

Enchanting/Weapon Enhancement

Imbue Weapon: Element
-Would add X fire/physical/lighting damage, based on the amount of points spent in Spell/Fire, Spell/Earth, or Spell/Air
-One time use per weapon, element is decided by user
-Effects increase based on Willpower

Imbued Strike
- Deals no actual weapon damage, but applies on-hit effects at X% increased power, based on Magic
- Takes Y% of a turn, based on Willpower

Imbue Weapon: Gem
-Basically the Alchemists Stone Alchemy, but for weapons.
- Socket Gems into weapon, giving it an element based on gem color and bonus stats.

Imbue Weapon: Life
-Sacrifice a weapon in inventory, becomes a temporary summoned minion/item of sorts to fight for you

JimmyAxel
Low Yeek
Posts: 7
Joined: Fri Jun 06, 2014 1:28 am

Re: Arcanum Class Pack v1.9.0

#362 Post by JimmyAxel »

And then a custom Magic based class tree that could contain a custom ranged attack similar to Channel Staff

Enchanting/Invocation

Invocation: Bolt
-Ranged attack doing X% weapon damage of staffs element, applies on hit effects at a reduced power.
-Scales with Magic
- 1 turn cd

Staff Mastery
-Exactly the same as real Staff Mastery

Invocation: Beam
-Fires a piercing beam of the staffs element, doing X% damage and applying bonus effects based on element
- Does not apply on hit effects
- 8 turn cd

Invocation: Power
-Sustained talent that gives Accuracy bonus, and makes onhit effects deal X% increased damage
-Costs Mana to sustain, Costs X stamina every turn

I'd say keep the Ordered Hedgemagic and Chaotic Hedgemagic trees, they were most of the charm for the class in the first place. Just throwing ideas out I guess

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: Arcanum Class Pack v1.9.0

#363 Post by Scol »

pheonix89 wrote:The higher your magic gets, the more types you can learn at the academy
I always wondered why some of my characters get bigger list than others. Thanks!

Edit:
Also, Staff Training is gone from both staff merchant and academy.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack v1.9.0

#364 Post by pheonix89 »

Been testing out the new elementals race, and your mod is making things glitch out there. This happens when mousing over the composure skill.

Code: Select all

Lua Error: /hooks/arcanum/load.lua:87: attempt to concatenate field 'life' (a function value)
	At [C]:-1 __concat
	At /hooks/arcanum/load.lua:87 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /mod/class/Actor.lua:4999 getTalentFullDescription
	At /mod/dialogs/LevelupDialog.lua:881 getTalentDesc
	At /mod/dialogs/LevelupDialog.lua:657 tooltip
	At /mod/dialogs/elements/TalentTrees.lua:109 fct
	At /engine/Mouse.lua:76 receiveMouseMotion
	At /engine/Mouse.lua:96 delegate
	At /engine/ui/Dialog.lua:547 mouseEvent
	At /engine/ui/Dialog.lua:326 fct
	At /engine/Mouse.lua:76 
Looks to me like there's some kind of interaction between the cast from life skills you have in the blighted elementalist tree and elementals adding a new resource. This may well happen any time multiple mods try to add new resources or make existing things (life, air) act like resources at the same time.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Arcanum Class Pack v1.9.0

#365 Post by grayswandir »

It looks like it's because for a couple talents I just have a 'life' field in the talent definition somewhere - I should probably change that.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.9.1

#366 Post by HousePet »

Repatched.
Academy fixed and Enchanter restored, minus a few categories.
My feedback meter decays into coding. Give me feedback and I make mods.

The Revanchist
Uruivellas
Posts: 762
Joined: Sun Nov 03, 2013 12:14 am

Re: Arcanum Class Pack v1.9.1

#367 Post by The Revanchist »

HousePet wrote:Repatched.
Academy fixed and Enchanter restored, minus a few categories.
Awesome. I was baffled when my Crystal Focus was lost on my last Mindslayer. Then someone politely informed me this add onwwasn't present. I guess I missed it more than I thought. To say nothing of the Academy. :)

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: Arcanum Class Pack v1.9.1

#368 Post by Scol »

You might consider removing Energy Alchemy from academy as it's now alchemist infusion tree (or add other elemental alchemy trees). Also, there is still no staff training in neither Academy nor Staff Merchant. Oversight or intended (we supposed to get it with tokens now).?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.9.1

#369 Post by HousePet »

The other alchemist infusion categories are there.

And you can get staff training with a token.
My feedback meter decays into coding. Give me feedback and I make mods.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Arcanum Class Pack v1.9.1

#370 Post by Talow »

Not sure what's going on, but whenever I try to load this and grayswandir's weapon pack at the same time, it hangs at 100% and never actually loads.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.9.1

#371 Post by HousePet »

Then check the log file and find out what is going on?
My feedback meter decays into coding. Give me feedback and I make mods.

Digit
Yeek
Posts: 13
Joined: Thu Apr 04, 2013 2:31 am

Re: Arcanum Class Pack v1.9.1

#372 Post by Digit »

Weird, because whenever I try to load the game with this addon and the new elementals race it nopes out at 100%, never actually loading.

(and thank you so much for reinstating Enchanter!)

. . . how does one check the logs? :oops:
~~~When life gives you lemons, make them combustible~~~

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Arcanum Class Pack v1.9.1

#373 Post by Talow »

One look at te4_log.txt later...

Code: Select all

Loading entities file from file	/data/general/stores/basic.lua
Loading entities file from file	/data-grayswandir-weaponry/stores.lua
Loading entities file from file	/data-arcanum/stores.lua
Lua Error: /data-arcanum/stores.lua:4: attempt to call field 'filters' (a table value)
	At [C]:-1 filters
	At /data-arcanum/stores.lua:4 f
	At /engine/Entity.lua:975 loadList
	At /hooks/arcanum/load.lua:46 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /engine/Entity.lua:979 loadList
	At /mod/class/Store.lua:29 
	At /mod/load.lua:290 
	At [C]:-1 require
	At /engine/Module.lua:158 load
	At /engine/Module.lua:815 instanciate
	At /engine/utils.lua:2177 showMainMenu
	At /engine/init.lua:156 
	At [C]:-1 dofile
	At /loader/init.lua:196
This is at the end of the log when I try to load the two together, looks like something messing with shops causes issues? not sure what that's saying.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.9.1

#374 Post by HousePet »

Hrm.

Well I blame Grayswandir. :P
Someone must be changing the filters field type.
It is a mess though, maybe we should hound DarkGod to get the shops standardised.
My feedback meter decays into coding. Give me feedback and I make mods.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Arcanum Class Pack v1.9.1

#375 Post by grayswandir »

The knife store is originally a function filter, instead of a table like everything else. You can see that you specifically account for this on line 4 of stores.lua. What happens is my addon loads earlier and converts it from a function to a table already. I just now wrote the code to convert it back to a function if it was originally a function (and it works), so it should work now.

Ideally, you'd just check beforehand what type it was and autoconvert like I'm doing.
Last edited by grayswandir on Wed Jun 11, 2014 5:05 am, edited 1 time in total.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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