Verdant Class Pack: v2.3
Moderator: Moderator
Re: Verdant Class Pack v1.2.1
Is it at all possible to get the blocking talent working for the werebeast
Re: Verdant Class Pack v1.2.1
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.
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.
Re: Verdant Class Pack v1.2.1
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?
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.
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- Low Yeek
- Posts: 5
- Joined: Sat Apr 25, 2015 3:57 am
Re: Verdant Class Pack v1.2.1
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
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
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Verdant Class Pack v1.2.1
+15 max HP/level and -5-20% debuff duration?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?
Re: Verdant Class Pack v1.2.1
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.
Re: Verdant Class Pack v1.3.0
Updated:
Re-enabled some Wyrmic tweaks.
Rebalanced Sea and Wind Drake categories.
Psiclaws should now be visible on Ogres.
A few bugs fixed.
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.
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- Wayist
- Posts: 17
- Joined: Tue Apr 01, 2014 10:34 pm
Re: Verdant Class Pack v1.3.0
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
Re: Verdant Class Pack v1.3.0
Probably nothing to do with me, but I'll check it.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 7
- Joined: Mon Jul 06, 2015 2:59 pm
Re: Verdant Class Pack v1.3.0
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?
Re: Verdant Class Pack v1.3.0
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.
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- Low Yeek
- Posts: 7
- Joined: Mon Jul 06, 2015 2:59 pm
Re: Verdant Class Pack v1.3.0
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.
But no, I've never seen a second tick from the cone.
Re: Verdant Class Pack v1.3.0
I do make frequent typos. 

My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 7
- Joined: Mon Jul 06, 2015 2:59 pm
Re: Verdant Class Pack v1.3.0
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.
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.
Re: Verdant Class Pack v1.3.0
Good, cos I can't see anything wrong with the code.
My feedback meter decays into coding. Give me feedback and I make mods.