Arcanum Class Pack v2.3
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Arcanum Class Pack v2.2.3
I do not know what is the faulty item... When this happens, I just have kill the game and restart from the last save.
I have several mods, but in general very few mods generate new items. I will try to find which one is the source of the problem, but what is the property that can be the cause of the infinite loop?
I have several mods, but in general very few mods generate new items. I will try to find which one is the source of the problem, but what is the property that can be the cause of the infinite loop?
Re: Arcanum Class Pack v2.2.3
Any property can if it is assigned a value that is a function. Which is what the error says is happening.
Usually you would use a resolver to create a randomised value, which is a function that is converted into a fixed value before the game tries to equip the item.
Unless something is creating an item and not resolving it?
Usually you would use a resolver to create a randomised value, which is a function that is converted into a fixed value before the game tries to equip the item.
Unless something is creating an item and not resolving it?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Few reports:
1. There's a -10% malus in Arcane Harmony (AH) fom Staff Magic tree. Said malus is persistent within levels of the talent.
Repro step:
1. Be Paradox Mage
2. Cast Attenuate to self with Reality Smearing inactive
3. DoT from Attenuate triggers status duration reduction from AH
4. When the reduction should be, for example, 20%, 30%, 40%, 50%, 60%, the PM receives 10%, 20%, 30%, 40%, 50% instead
2. Being killed during Metal Alchemy's ironman mode caused the player to disappear after returning from Eidolon Plane and spew quite a lot of lua errors.
3. Woodsman (Verdant stuff, I know) born without Shoot talent. One should go to Last Hope first before clearing the 1st dungeon. Would be a nightmare for Doomelf.
1. There's a -10% malus in Arcane Harmony (AH) fom Staff Magic tree. Said malus is persistent within levels of the talent.
Repro step:
1. Be Paradox Mage
2. Cast Attenuate to self with Reality Smearing inactive
3. DoT from Attenuate triggers status duration reduction from AH
4. When the reduction should be, for example, 20%, 30%, 40%, 50%, 60%, the PM receives 10%, 20%, 30%, 40%, 50% instead
2. Being killed during Metal Alchemy's ironman mode caused the player to disappear after returning from Eidolon Plane and spew quite a lot of lua errors.
3. Woodsman (Verdant stuff, I know) born without Shoot talent. One should go to Last Hope first before clearing the 1st dungeon. Would be a nightmare for Doomelf.
Re: Arcanum Class Pack v2.2.3
1: Wow that is an antique bug. I've located the error. Its currently scaling the effects only with talent level, not spellpower as well.
2: I'm fairly sure I would have tested that properly. (It was hard to code that talent for obvious reasons.) Something might have changed since it was written. I'll have to look at that one later.
3: Woodsman definitely start with Shoot. They have in their class definition's copy table. So even removing the auto assigned starting points can't break it. That is what other ranged weapon classes have, so if something is breaking Woodsman, its breaking everything. Some other mod or possibly a race/class combination broke it?
2: I'm fairly sure I would have tested that properly. (It was hard to code that talent for obvious reasons.) Something might have changed since it was written. I'll have to look at that one later.
3: Woodsman definitely start with Shoot. They have
Code: Select all
resolvers.generic(function(e)
e.auto_shoot_talent = e.T_SHOOT
end),
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
I can't say for sure what the bit you're referencing does, but I think it's there so other talents, like Steady Shot, can auto-activate in place of Shoot when not on cooldown. It might have a different function, but's definitely not there to force the actor to start with the Shoot talent. If it did, Temporal Warden probably would not need to have T_SHOOT inside of their birth 'Talents' field.3) Assumption is the mother of all f***-ups.
Anway, it's this bit in Actor.lua inside 'learnTalentPool':
Code: Select all
if t.type[1]:find("^technique/archery") then
self:checkPool(t.id, self.T_SHOOT)
end
Since Archer was updated and mastery is no longer split up between bow and sling, technique/archery-bow and technique/archery-sling have been deprecated. Archer gets away with it because they still learn a talent from technique/archery-training or technique/archery-utility. Even with auto-assign talents turned off this will still work for them, because auto-assign is the default and disabling auto-assign actually just takes the points out right after the character is created. So Shoot is learned at birth when they learn a talent from an appropriate category, and it is not un-learned because it's an 'innate' talent.
Just give them Shoot a birth as the easiest way to fix it.
Also, unlike yourself, I gave the poster the benefit of the doubt and took two minutes to try it. Woodsman does not start with Shoot, regardless of auto-assign. Try it yourself

Re: Arcanum Class Pack v2.2.3
3. Hmmm, I used cornac, it wasn't possible for any weird interaction to happen. Maybe that had something to do with addons, I used a lot of em. I'll try it again vanilla and report in the appropriate section ^^
edit: oops, nsrr confimed that
edit: oops, nsrr confimed that
Re: Arcanum Class Pack v2.2.3
I tried it with no other add-ons enabled, you can save yourself the trouble. It's definitely a Woodsman problem, not an interaction with anything else.Quetz wrote:3. Hmmm, I used cornac, it wasn't possible for any weird interaction to happen. Maybe that had something to do with addons, I used a lot of em. I'll try it again vanilla and report in the appropriate section ^^
Re: Arcanum Class Pack v2.2.3
Urgh. It was working before I changed the categories around in the last update. I just saw that I had a test Woodsman character at level 1 with Shoot.nsrr wrote: Also, unlike yourself, I gave the poster the benefit of the doubt and took two minutes to try it. Woodsman does not start with Shoot, regardless of auto-assign. Try it yourself
I have a flu at the moment. Thinking and testing is hard. x_x
Will try to update when I get a chance.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Arcanum Class Pack v2.2.3
Sorry, post in wrong forum. Message removed
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- Posts: 1
- Joined: Sat Dec 15, 2018 5:43 am
Re: Arcanum Class Pack v2.2.3
I think I've found an Arcanum bug. Whenever I mouseover, pick up, or otherwise try to display the lore text for the artifact item Stormpulse, I get a lua error. So not only can I not discover its stats, I also can't seem to pick it up now that I've dropped it in a pile of other artifacts in a vault. That seems a little odd, because I was able to pick it up when it first spawned, but maybe the auto-pickup functions differently than the manual pickup. In any case, I have attached one of the lua errors I get below.
Re: Arcanum Class Pack v2.2.3
Stormpulse is still boogered up. I tried Quetz' fix of "Change T_BRAINSTORM in the lua to T_BRAIN_STORM.", but I still can't even mouse over the item without error.
I don't know if how I'm checking this is valid, though. I changed that Lua, saved the file, started TOME, loaded a character that has Stormpulse.
I had assumed that the item properties would be generated every time the game is loaded, but maybe not?
I tried to make a new character with Dev mode active, and Stormpulse doesn't show up in the (incredibly long) list for Create Item. How would I create Stormpulse to check if what I'm trying has any effect at all?
I don't know if how I'm checking this is valid, though. I changed that Lua, saved the file, started TOME, loaded a character that has Stormpulse.
I had assumed that the item properties would be generated every time the game is loaded, but maybe not?
I tried to make a new character with Dev mode active, and Stormpulse doesn't show up in the (incredibly long) list for Create Item. How would I create Stormpulse to check if what I'm trying has any effect at all?
Re: Arcanum Class Pack v2.2.3
Storm Pulse is using Static Field in my version. I'm guessing I haven't got around to uploading it. Sorry.
Your change won't change an item that has already been created. And if you then can't see it in the list, you probably just broke the item enough for it not to load at all.
Your change won't change an item that has already been created. And if you then can't see it in the list, you probably just broke the item enough for it not to load at all.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
I deleted Arcanum 2.2.13, started Tome, re-installed 2.2.13 through the game. Then I turned on Dev mode, confirmed that Arcanum showed in Addons, made a character, and carefully went through the Create Item list. There were NO named wardstones at all, so I don't think it was my ham-fisted tinkering that caused them not to show up.
I do see items from DLC, and other addons.
Can you tell/show me how you see the wardstones in the list? Is it by name, unidentified description, or something else?
What would I type in the console to make one show up?
I do see items from DLC, and other addons.
Can you tell/show me how you see the wardstones in the list? Is it by name, unidentified description, or something else?

What would I type in the console to make one show up?
Re: Arcanum Class Pack v2.2.3
In which case check the settings, as I put in a switch to disable Wardstone items.
Also see if you can see Marble Wardstone in the item list. That one is the T5 base.
Also see if you can see Marble Wardstone in the item list. That one is the T5 base.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.3
Finally updated for 1.6.
The main delay is that I was rewriting the Staff Combat and Herbalism categories.
Feature Changes:
Technique/Staff Combat, Spell/Staff Magic and Cunning/Herbalism categories removed.
Spell/Staff Combat is upgraded instead. Cunning/Herbalism only loads from Verdant now. (Having it in two addons was messy.)
Having three different categories for Staves wasn't really working, and the base category is significantly worse than the Mindstar equivalent.
Enchanter description, starting talents and starting equipment updated.
Elementist starting talents changed.
Force category revised:
Talent 1 is now a powerful short duration damage shield.
Talent 2 is a buffed Rebound.
Talent 3 is Shielding.
Talent 4 is Aegis.
Vitalise changed.
Changed Purify to be a single turn affair.
The Academy can now teach a few Stonewarden Spell categories.
Academy list code changed to be easier for other addons to add to. See Verdant's load.lua for how to do it.
Fevered Rush rewritten to make more sense and use new scaling.
Flux does less damage but also stuns.
Bug Fixes:
Stormpulse fixed.
Elemental Shield with Blight Affinity fixed.
Tweaked the Spellcraft protecting friendlies modification to trigger before onTakeHit and check that the change is enabled by the addon settings.
Phantasmal Mirror should no longer infinite loop against Web of Fate (or similar damage redirection).
Corrected Inscription Mastery's interaction with Lesser Runes.
V1.6 Updates:
Force and Restoration updated for Aether Avatar.
Vile Mud and Crystaline Snares updated for Body of Stone.
Removed Ice Shards change.
Updated Time Lash application code.
Enchanted Armour should allow equipping enchanted armour again.
Rune Strike damage types updates for new Runes.
Tweaks:
"Freezing" Prefix for Ritual Blades now procs Ice Shards on Spell, instead of Freeze.
"Envenomed" Prefix for Ritual Blades now procs Poison Beam on Spell, instead of Ooze Spit which isn't a spell.
"Illusionary" Prefix for Ritual Blades now procs Mind Spike on Spell, instead of Mind Sear which isn't a spell.
"of Crippling" and "of Evisceration" Suffixes for Ritual Blades now uses Spellpower for effect strength.
Mana Charge and Glowing Orb scaling updated.
Glowing Orb can now Crit.
Scaling on Wild Bolts updated.
Chaotic Hedgemagic now benefits from Spell Crits.
Arcana Unleased tweaked. Have fun with the Crits.
Scaling on Hold updated.
Morph category scaling updated.
Scaling on Lifebind updated.
Scaling on Quintessence updated.
Corrupted Blood has new scaling values.
Small tweak to Spell/Distortion.
Arcane Defiance rescaled.
Added the wall destruction effect to the Spellblaze description.
Spell/Illusion talents rescaled.
Whispers from Beyond rescaled.
Void Avatar update to new scaling.
Spell/Power talents rescaled.
Probably lots of other things I just changed without noting.
The main delay is that I was rewriting the Staff Combat and Herbalism categories.
Feature Changes:
Technique/Staff Combat, Spell/Staff Magic and Cunning/Herbalism categories removed.
Spell/Staff Combat is upgraded instead. Cunning/Herbalism only loads from Verdant now. (Having it in two addons was messy.)
Having three different categories for Staves wasn't really working, and the base category is significantly worse than the Mindstar equivalent.
Enchanter description, starting talents and starting equipment updated.
Elementist starting talents changed.
Force category revised:
Talent 1 is now a powerful short duration damage shield.
Talent 2 is a buffed Rebound.
Talent 3 is Shielding.
Talent 4 is Aegis.
Vitalise changed.
Changed Purify to be a single turn affair.
The Academy can now teach a few Stonewarden Spell categories.
Academy list code changed to be easier for other addons to add to. See Verdant's load.lua for how to do it.
Fevered Rush rewritten to make more sense and use new scaling.
Flux does less damage but also stuns.
Bug Fixes:
Stormpulse fixed.
Elemental Shield with Blight Affinity fixed.
Tweaked the Spellcraft protecting friendlies modification to trigger before onTakeHit and check that the change is enabled by the addon settings.
Phantasmal Mirror should no longer infinite loop against Web of Fate (or similar damage redirection).
Corrected Inscription Mastery's interaction with Lesser Runes.
V1.6 Updates:
Force and Restoration updated for Aether Avatar.
Vile Mud and Crystaline Snares updated for Body of Stone.
Removed Ice Shards change.
Updated Time Lash application code.
Enchanted Armour should allow equipping enchanted armour again.
Rune Strike damage types updates for new Runes.
Tweaks:
"Freezing" Prefix for Ritual Blades now procs Ice Shards on Spell, instead of Freeze.
"Envenomed" Prefix for Ritual Blades now procs Poison Beam on Spell, instead of Ooze Spit which isn't a spell.
"Illusionary" Prefix for Ritual Blades now procs Mind Spike on Spell, instead of Mind Sear which isn't a spell.
"of Crippling" and "of Evisceration" Suffixes for Ritual Blades now uses Spellpower for effect strength.
Mana Charge and Glowing Orb scaling updated.
Glowing Orb can now Crit.
Scaling on Wild Bolts updated.
Chaotic Hedgemagic now benefits from Spell Crits.
Arcana Unleased tweaked. Have fun with the Crits.

Scaling on Hold updated.
Morph category scaling updated.
Scaling on Lifebind updated.
Scaling on Quintessence updated.
Corrupted Blood has new scaling values.
Small tweak to Spell/Distortion.
Arcane Defiance rescaled.
Added the wall destruction effect to the Spellblaze description.
Spell/Illusion talents rescaled.
Whispers from Beyond rescaled.
Void Avatar update to new scaling.
Spell/Power talents rescaled.
Probably lots of other things I just changed without noting.
My feedback meter decays into coding. Give me feedback and I make mods.