Verdant Class Pack: v2.3

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asd2613
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Posts: 8
Joined: Fri Feb 20, 2015 9:23 am

Re: Verdant Class Pack v1.2.1

#151 Post by asd2613 »

Is it at all possible to get the blocking talent working for the werebeast

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

Re: Verdant Class Pack v1.2.1

#152 Post by HousePet »

We don't have a hook or a callback in the right place.
I could sort of get it to work, but it would trigger when they missed you as well, which is a bit of a waste.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack v1.2.1

#153 Post by HousePet »

Working on re-enabling the Wyrmic Tweaks and balancing Sea and Wind again.
I've moved the extra passive effect from vanilla Wing Buffet to Flyby Slash, but I have no ideas about what to add to Ember Scales (fire) or Fog Cloud (water).
Anyone have any ideas?
My feedback meter decays into coding. Give me feedback and I make mods.

TangerineOfDoom94
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Posts: 5
Joined: Sat Apr 25, 2015 3:57 am

Re: Verdant Class Pack v1.2.1

#154 Post by TangerineOfDoom94 »

Here's the error from the preview screen, the character name is "asd" and is a halfling werebeast if that matters.

Lua Error: /data-verdant/talents/gifts/silenthunter.lua:132: attempt to compare nil with number
At [C]:-1 __le
At /data-verdant/talents/gifts/silenthunter.lua:132 getChance
At /data-verdant/talents/gifts/silenthunter.lua:156 info
At /engine/interface/ActorTalents.lua:80 info
At /mod/class/Actor.lua:5468 getTalentFullDescription
At /mod/dialogs/LevelupDialog.lua:958 getTalentDesc
At /mod/dialogs/LevelupDialog.lua:720 tooltip
At /mod/dialogs/elements/TalentTrees.lua:184 updateTooltip
At /mod/dialogs/elements/TalentTrees.lua:110 fct
At /engine/Mouse.lua:76 receiveMouseMotion
At /engine/Mouse.lua:96 delegate
At /engine/ui/Dialog.lua:691 mouseEvent
At /engine/ui/Dialog.lua:428 fct
At /engine/Mouse.lua:76

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Verdant Class Pack v1.2.1

#155 Post by stinkstink »

HousePet wrote:Working on re-enabling the Wyrmic Tweaks and balancing Sea and Wind again.
I've moved the extra passive effect from vanilla Wing Buffet to Flyby Slash, but I have no ideas about what to add to Ember Scales (fire) or Fog Cloud (water).
Anyone have any ideas?
+15 max HP/level and -5-20% debuff duration?

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

Re: Verdant Class Pack v1.2.1

#156 Post by HousePet »

That sounds better than my ideas of increased mind/attack speed and increased defence.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Verdant Class Pack v1.3.0

#157 Post by HousePet »

Updated:
Re-enabled some Wyrmic tweaks.
Rebalanced Sea and Wind Drake categories.
Psiclaws should now be visible on Ogres.
A few bugs fixed.
My feedback meter decays into coding. Give me feedback and I make mods.

pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: Verdant Class Pack v1.3.0

#158 Post by pyroflare77 »

Reached the temporal rift, one of those time elementals is causing an infinite lua error chain. What was visible wasn't helpful, but I did notice one error window in the stream being different, mentioning this mod.

Code: Select all

Lua Error: /data/damage_types.lua:2614: attempt to perform arithmetic on local 'dam' (a table value)
	At [C]:-1 __div
	At /data/damage_types.lua:2614 projector
	At /engine/interface/ActorProject.lua:397 projectDoAct
	At /engine/interface/ActorProject.lua:484 projectDoStop
	At /engine/Projectile.lua:258 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:219 move
	At /mod/class/Actor.lua:1260 move
	At /mod/class/Actor.lua:1509 teleportRandom
	At /data/general/npcs/telugoroth.lua:45 doTeluvortaSwap
	At /data/general/npcs/telugoroth.lua:232 on_act
	At /mod/addons/verdant/superload/mod/class/Actor.lua:161 act
	At /mod/class/NPC.lua:65 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.3.0

#159 Post by HousePet »

Probably nothing to do with me, but I'll check it.
My feedback meter decays into coding. Give me feedback and I make mods.

Von Krieger
Low Yeek
Posts: 7
Joined: Mon Jul 06, 2015 2:59 pm

Re: Verdant Class Pack v1.3.0

#160 Post by Von Krieger »

Once it hits level 5 and becomes a cone Spit Venom ceases doing ongoing damage, instead doing a single tick. There's nothing mentioned in the skill about it, so I don't think this is intended?

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack v1.3.0

#161 Post by HousePet »

Either I've made a typo, or the enemy creatures are resisting the poison status.
My feedback meter decays into coding. Give me feedback and I make mods.

Von Krieger
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Posts: 7
Joined: Mon Jul 06, 2015 2:59 pm

Re: Verdant Class Pack v1.3.0

#162 Post by Von Krieger »

Pulled the skill back to 4 points, and it does multiple ticks. I put it up to 5, and I only ever see the initial hit of damage. If there were resisting it, I would presume that in a group of 10-15 critters, it would pop up on at least one.

But no, I've never seen a second tick from the cone.

HousePet
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Re: Verdant Class Pack v1.3.0

#163 Post by HousePet »

I do make frequent typos. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

Von Krieger
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Posts: 7
Joined: Mon Jul 06, 2015 2:59 pm

Re: Verdant Class Pack v1.3.0

#164 Post by Von Krieger »

Never mind, I think it's just my lack of knowledge about game mechanics.

Since it's just about my only ranged attack I usually follow up Spit Venom with moving, and while in Rampage I'm moving verrrrry fast.

I'm used to other games where 1 move = 1 turn. So I'm expecting ticks when I move.

It is indeed applying the poison effect, as it shows up in the effect list.

HousePet
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Re: Verdant Class Pack v1.3.0

#165 Post by HousePet »

Good, cos I can't see anything wrong with the code.
My feedback meter decays into coding. Give me feedback and I make mods.

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