[1.7.6] Pepper Pack v0.1.16: Roll it Over

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.13: Hello, Hello

#91 Post by Peppersauce »

gooder1029 wrote: Wed Oct 16, 2024 8:51 am Hi, it's me again.
I've now removed the following mods to be able to use your mod basically normally.

Deleted Mod: tome-midnight、tome-halforcs、tome-voidscholar_class、tome-qlass-pack.
Thank you for checking out the mod together with so many different mods at the same time, I'm honestly surprised you only had to disable those, sounds like a win to me :lol:
Shad3 wrote: Thu Oct 17, 2024 5:25 am Got a bug to report:
Any addon class that loads after Bard (and Bard itself) has no class icon when starting new game.

Probably will be fixed if you add class icon to your overload gfx

Code: Select all

class-icons/bard_32_bg.png
class-icons/bard_128_bg.png
Maybe.
Alright, ty, I will check that out, maybe use a placeholder icon or something, I thought it was optional but I guess it isn't afterall

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.14: Way of the World

#92 Post by Peppersauce »

Adding icons wasn't enough to fix the issue you described, maybe there's something off in the mod's load order when it comes to classes, things have changed a lot since 1.5.*. :roll:
Either way, I'm pushing a new release for a bunch of fixes/improvements I made these last few days.

Changelog:
- Worldly Knowledge can now unlock the Performer generic trees granted by the wandering musician escort, escort stat gain rebalanced + other code tweaks
- Bards no longer have their manasurge as an extra inscription, it replaces the 3rd slot as AB/SB do
- Added rapier, harp, flutes & lute to Wanderers, Adventurers now get 2 flutes as well

Bugs:
- Performer (& other custom classes loaded afterwards) icons do not show on character creation
- Egoed harps with on hit effects show those instead of project values in the name
- The character dump isn't the prettiest thing
- Tuneslinger talents are not disabled (but are still unusable) if the pouch is empty

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: [1.7.6] Pepper Pack v0.1.14: Way of the World

#93 Post by Shad3 »

So turns out there are quite a bit more not loaded with pepper pack enabled.... Had my timed effect definition not loaded for some reason.

So I peeked at the addon files and noticed something in your hooks/load.lua:

Code: Select all

local Class = require "engine.class"
You assigned Class (with capital "C") variable, but then

Code: Select all

class:bindHook("ToME:load", function(self, data)
you bind all hooks to class (lowercase "c") which may or may not be engine.class after all
(There are also other unused variables but that shouldn't matter much)
Not sure if it's what causes the problem, but it may need fixing regardless.

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: [1.7.6] Pepper Pack v0.1.14: Way of the World

#94 Post by Laughmore »

Hello!

I am getting a LUA error highlighting a target for Abrupt Intro.

ERROR:
Game version: tome-1.7.6
Addons: cooldowns-1.7.0[X], cleaner-descriptions-1.7.0[X], audiomancy-1.7.4[X], ashes-urhrok-1.7.4[O], pepper-pack-1.7.6[X], clean_doll-1.7.2[X], neka_qol01a-1.7.5[X], items-vault-1.7.6[O], convenient-digging-1.5.5[X!], tooltip_away-1.7.0[X], turn_separators_v2-1.6.0[X!], PlenumTooltipCustom-1.7.4[X], easy_map_v2-1.6.0[X!], cults-1.7.4[O], possessors-1.7.4[O], invorder-1.7.0[X], orcs-1.7.4[O], hz-escorts-1.7.0[X], inv_tiers-1.7.2[X], compare-1.7.0[X]

Game version (character creation): tome-1.7.6
Lua Error: ...addons/PlenumTooltipCustom/superload/mod/class/Actor.lua:410: attempt to index upvalue 'PTTconfig' (a nil value)
At [C]:-1 __index
At ...addons/PlenumTooltipCustom/superload/mod/class/Actor.lua:410 tooltip
At /mod/class/Player.lua:442 check
At /engine/Map.lua:801 checkEntity
At /mod/class/Tooltip.lua:36 check
At /mod/class/Tooltip.lua:50 getTooltipAtMap
At /engine/Tooltip.lua:286 displayAtMap
At /engine/interface/GameTargeting.lua:77 targetDisplayTooltip
At /mod/class/Game.lua:1977

Removing PlenumTooltipCustom does remove the above error.

Two logs with the error are attached.

Thank you
Attachments
2024-10-19_21-32-57.txt
(76.06 KiB) Downloaded 48 times
2024-10-18_12-53-47.txt
(91.97 KiB) Downloaded 54 times

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.14: Way of the World

#95 Post by Peppersauce »

Shad3 wrote: Sun Oct 20, 2024 3:26 am So turns out there are quite a bit more not loaded with pepper pack enabled.... Had my timed effect definition not loaded for some reason.

So I peeked at the addon files and noticed something in your hooks/load.lua:

Code: Select all

local Class = require "engine.class"
You assigned Class (with capital "C") variable, but then

Code: Select all

class:bindHook("ToME:load", function(self, data)
you bind all hooks to class (lowercase "c") which may or may not be engine.class after all
(There are also other unused variables but that shouldn't matter much)
Not sure if it's what causes the problem, but it may need fixing regardless.
Good catch, I took some time do to some cleanup and tried various solutions to this "engine.class" thing, in the end it didn't change anything so I suppose it was working fine either way, but cleaner code is a good thing.
About this whole loading thing, it's very likely there's something wrong going on here, a lot of the load.lua stuff was written back in version 1.2.5, maybe earlier.
Since you're having issues using your add-on (you mean Bloodriver Adherent? Or another one?) I should check what's going on when both are on at the same time, toying around with both might help me figure out what's actually going wrong.
Laughmore wrote: Sun Oct 20, 2024 4:48 am Hello!

I am getting a LUA error highlighting a target for Abrupt Intro.

Removing PlenumTooltipCustom does remove the above error.

Two logs with the error are attached.

Thank you
Plenum edits tooltips, right? Its priority is quite high, I'm not sure it should load before or after the other mods, depends on how it works. My add-on's priority is 100 when Plenum has 1200, mine has been 100 for ages and might be too low to be used with some other add-ons so I'm thinking about raising it a bunch. You could try the same locally (by changing the weight value in init.lua to be higher than Plenum's) to see how it goes.
It might work correctly, or it might work but have this add-on's tooltips not affected, it could just be incompatible with the weight changing nothing, who knows.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#96 Post by Peppersauce »

I went through some more digging and after fixing a bunch of object related stuff PlenumTooltip started working even without changing add-on weight. Anyway, I found the root cause of all the loading wonkiness and now the pack should play nice with the add-ons it was breaking :D

Changelog:
- Fixed Performer (& other custom classes loaded afterwards) icons not showing up on character creation + what was messing up the loading of stuff
- Fixed Steamgun & Steamsaw getting incorrect egos + reworked ego loading to hook up to the standard one instead of replacing it
- Tweaked weapons' bursting ego and gloves' electric-flavored ego
- Fixed Tuneslinger talents not being disabled with no ammo
- Fixed a bug that appeared while using the PlenumTooltip Custom addon
- Added accuracy effects to Flutes, Lutes and Singing Swords
- Gave Whips and Singing Swords to Adventurers/Wanderers
- Increased addon weight a bit

Bugs:
- Egoed harps with on hit effects show those instead of project values in the name
- The character dump isn't the prettiest thing

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#97 Post by Laughmore »

Thank you! Your latest does allow me to use PlenumTip. :D

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#98 Post by Shad3 »

Nice, can confirm that now it doesn't hinder other addons. (How do you actually fix it though?)

That said, I have to ask... is there any (practical) use case of instruments other than harps? Because all of them makes me unable to use the 2 weapon talent trees.
Dual-wielding flute is funny though.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#99 Post by Peppersauce »

Laughmore wrote: Tue Oct 22, 2024 1:33 am Thank you! Your latest does allow me to use PlenumTip. :D
Nice :D
Shad3 wrote: Tue Oct 22, 2024 7:02 am Nice, can confirm that now it doesn't hinder other addons. (How do you actually fix it though?)
It's kind of strange... and slightly embarassing, basically I found out if someone puts any file from the main game's "mod folder" as a requirement for stuff you load at the start (Talents in my case) the loading skips a couple of steps along the way. Those requires weren't actually needed fortunately... and maybe they didn't cause issues in earlier versions? I have no clue tbh :lol:
Shad3 wrote: Tue Oct 22, 2024 7:02 amThat said, I have to ask... is there any (practical) use case of instruments other than harps? Because all of them makes me unable to use the 2 weapon talent trees.
Dual-wielding flute is funny though.
Right now? Not really, Bards are built around harps (and lyres, a variation of harps for better melee), Ogre Bards can use Singing Swords instead of Rapiers but that's about it. There are more classes planned around making full use of the other instruments but currently they are in to provide some more build possibilities for the other classes, for instance Singing Swords and Flutes can use normal weapon masteries or one could get the Instrumentation tree (like Staff Combat/Psiblades in the base game) for a mastery that applies on all instruments from custom trainer NPCs that spawn in Last Hope and Shatur, one of them can also teach Tuneslinging for some wacky Skirmisher builds. Some melody-based trees can also be learned through the custom escort/Worldly Knowledge, so you could in theory make melody builds for in-game classes. Choice is limited and it'll make way more sense once I get around to making a couple more trees, but the option is there. :)

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#100 Post by Shad3 »

Peppersauce wrote: Tue Oct 22, 2024 10:56 am Loading stuff...
So..this one, I think I understand how it makes problems. Because mod/class/Actor.lua will require the ActorTalents, ActorTemporaryEffects, and such. So loading it in definition loading phase would terminate future hooks loading (because it's "finished" when loaded, probably).
Requiring files that does not require non-loaded stuff would probably be fine (example: mod/class/interface/Combat.lua, there's literally no reason for doing this though).

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#101 Post by Shad3 »

Got another bug:

Code: Select all

ERROR:
Game version: tome-1.7.6
Addons: sapper-1.7.4[X], wshade-bloodriver-1.7.6[X], sholtar-1.5.5[X!], easy_map_v2-1.6.0[X!], weaver_class-1.7.6[X], ashes-urhrok-1.7.4[O], kam_rise_of_oozetopia-1.7.4[X], frost_invoker-1.7.6[X], cosmetic-shimmer-plumpkin-1.6.0[O!], masquerade-1.5.5[X!], aactm_thug-1.7.6[X], incantor_of_flame-1.7.4[X], grovekeeper-1.7.4[X], cults-1.7.4[O], nalorenrace-1.7.4[X], noto-sans-font-1.7.6[X], possessors-1.7.4[O], artificer-nacht-1.7.4[X], kam_spellweaver-1.7.6[X], celestialoddities-1.7.6[X], orcs-1.7.4[O], classmartyr-1.7.0[X], items-vault-1.7.6[O], classdemolisher-1.7.6[X], classwisp-1.7.0[X], faster_rre-1.0.6[X!], classhekatonkheire-1.7.0[X], ragemage-1.7.0[X], auto_ward-1.7.0[X], loot_wshade-1.7.4[X], class-harvester-1.7.6[X], whitemonk-1.7.6[X], pepper-pack-1.7.6[X], swordsmaster-1.7.4[X], wield_replace-1.7.0[X], compare-1.7.0[X]

Game version (character creation): tome-1.7.6
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /hooks/pepper-pack/load.lua:316: attempt to index global 'target' (a nil value)
stack traceback:
	/hooks/pepper-pack/load.lua:316: in function </hooks/pepper-pack/load.lua:310>
	[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
	/mod/class/interface/Combat.lua:1145: in function 'base_attackTargetHitProcs'
	...ns/swordsmaster/superload/mod/class/interface/Combat.lua:346: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:670: in function 'attackTargetWith'
	/mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'base_attackTargetWith'
	...artificer-nacht/superload/mod/class/interface/Combat.lua:40: in function 'base_attack'
	...lestialoddities/superload/mod/class/interface/Combat.lua:77: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:214: in function 'attackTarget'
	/data/talents/misc/misc.lua:81: in function </data/talents/misc/misc.lua:54>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:351 useTalent
  At /mod/class/interface/Combat.lua:37 attack
  At /engine/interface/ActorLife.lua:42 check
  At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
  At /engine/Actor.lua:243 move
  At /mod/class/Actor.lua:1422 
  At /mod/class/interface/ActorAI.lua:73 
  At /mod/class/interface/ActorAI.lua:73 runAI
  At /engine/ai//simple.lua:233 
  At /mod/class/interface/ActorAI.lua:73 runAI
  At /mod/ai//improved_talented.lua:66 
  At /mod/class/interface/ActorAI.lua:73 doAI
  At /mod/class/NPC.lua:75 act
  At /engine/GameEnergyBased.lua:129 tickLevel
  At /engine/GameEnergyBased.lua:64 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1583 
This one, seeing the error being

Code: Select all

attempt to  global 'target' (a nil value)
and the fact that it triggers in hooks means you probably uses target instead of data.target in that hook line.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.15: Roll with the Changes

#102 Post by Peppersauce »

Thanks for the report and for the input, it's slightly worse than what you described but not too far off, it's likely I moved that whole thing from somewhere else in the code and forgot to change all the variables, as target was straight up the wrong variable to use there :lol:

So yeah, that means Bunnymorphs have a borked talent, I'll upload a fix in the next few hours :)

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.7.6] Pepper Pack v0.1.16: Roll it Over

#103 Post by Peppersauce »

New version!

Changelog:
- Removed Active Combat Techniques from Bards, they have a lot of trees already and it didn't make much sense on them
- Fixed a bug that made Bunnymorphs' Cuteness talent not work + tweaked so it can be triggered by ranged attacks
- Tweaked Mentor NPCs stat gains and talents/infusions a bit
- Moved some spell-specific code out of hooks and into callbacks (more to come)
- Some icon touch-ups

Bugs:
- Egoed harps with on hit effects show those instead of project values in the name
- The character dump isn't the prettiest thing

Having spell code split between the talent files and load.lua is pretty aggravating, a lot of the code in those hooks was written when hooks were the only sensible choice. Now that there's plenty of callbacks in ToME itself I would really like to move as much spell code as possible out of the hooks, possibly all of it (heck, even "callbackOnMeleeAttackBonuses" is in now, I remember bugging Darkgod years ago over implementing the hook that's in that very same spot :lol:)

Post Reply