Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v1.9.0
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
			
			
									
									
						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
Re: Arcanum Class Pack v1.9.0
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
			
			
									
									
						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
Re: Arcanum Class Pack v1.9.0
I always wondered why some of my characters get bigger list than others. Thanks!pheonix89 wrote:The higher your magic gets, the more types you can learn at the academy
Edit:
Also, Staff Training is gone from both staff merchant and academy.
Re: Arcanum Class Pack v1.9.0
Been testing out the new elementals race, and your mod is making things glitch out there. This happens when mousing over the composure skill.
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.
			
			
									
									
						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 - 
				grayswandir
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Arcanum Class Pack v1.9.0
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.
						Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Arcanum Class Pack v1.9.1
Repatched.
Academy fixed and Enchanter restored, minus a few categories.
			
			
									
									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
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.HousePet wrote:Repatched.
Academy fixed and Enchanter restored, minus a few categories.

Re: Arcanum Class Pack v1.9.1
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).?
			
			
									
									
						Re: Arcanum Class Pack v1.9.1
The other alchemist infusion categories are there.
And you can get staff training with a token.
			
			
									
									And you can get staff training with a token.
My feedback meter decays into coding. Give me feedback and I make mods.
						Re: Arcanum Class Pack v1.9.1
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.
			
			
									
									
						Re: Arcanum Class Pack v1.9.1
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.
						Re: Arcanum Class Pack v1.9.1
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?
			
			
									
									(and thank you so much for reinstating Enchanter!)
. . . how does one check the logs?

~~~When life gives you lemons, make them combustible~~~
						Re: Arcanum Class Pack v1.9.1
One look at te4_log.txt later...
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.
			
			
									
									
						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:196Re: Arcanum Class Pack v1.9.1
Hrm.
Well I blame Grayswandir. 
 
Someone must be changing the filters field type.
It is a mess though, maybe we should hound DarkGod to get the shops standardised.
			
			
									
									Well I blame Grayswandir.
 
 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
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.
			
			
													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.
						Currently working on Elementals. It's a big project, so any help would be appreciated.
