Weapons Pack

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

Re: Weapons Pack

#31 Post by HousePet »

Aurastones sound interesting. :)
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rexorcorum
Graphical God
Posts: 482
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Location: There and Back again

Re: Weapons Pack

#32 Post by rexorcorum »

Oh, grayswandir, why art thou tempting me?! This will surely end in much whipping :).

Disclaimer: Seeing things without gfx in the game is just maddening for me...
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noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Weapons Pack

#33 Post by noppa354 »

I can't get the mastery from the staff shop for some reason. Would the Angolwen Academy from the Arcanum class pack have anything to do with it?

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Weapons Pack

#34 Post by Zaive »

I believe arcanum removes the dialogue tree from that shop completely, so if grayswandir just modified that dialogue to include the mastery arcanum won't let you get to it.

Or that's what I think happens.

Aura stones sound interesting. Magic Brawler? Sounds like they could work neat with fossil or ember of what's-his-face from the nullpack...
Last edited by Zaive on Tue Apr 15, 2014 2:37 pm, edited 1 time in total.
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noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Weapons Pack

#35 Post by noppa354 »

So now I should go bother HousePet?

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Weapons Pack

#36 Post by Zaive »

Maaayyyybe? I mean, Arcanum already removes the shop's ability to teach you staff combat unlocked. You can still get it locked from the academy, but you can't buy your way to having it unlocked at a high mastery, which kinda sucks. I think that's bother worthy?
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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#37 Post by grayswandir »

Added the training option to the angolwen academy.
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. :)

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Weapons Pack

#38 Post by Forger101 »

Just got this error after equipping a sword breaker with "when this weapon crits applies a damage shield"

Code: Select all

stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /engine/interface/ActorTemporaryEffects.lua:104: attempt to index a nil value
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:104: in function 'setEffect'
	hooks/grayswandir-weaponry/combat.lua:59: in function 'do_accuracy'
	hooks/grayswandir-weaponry/combat.lua:103: in function <hooks/grayswandir-weaponry/combat.lua:78>
	[string "return function(l, self, data) local ok=false..."]:1: in function <[string "return function(l, self, data) local ok=false..."]:1>
	/mod/class/interface/Combat.lua:927: in function 'attackTargetWith'
	...wandir-weaponry/superload/mod/class/interface/Combat.lua:225: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:179: in function 'attackTarget'
	/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:174 bumpInto
	At /mod/class/Actor.lua:2928 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /mod/class/Actor.lua:1028 move
	At /mod/class/Player.lua:273 moveDir
	At /mod/class/Game.lua:1556 
	At /engine/KeyBind.lua:229 
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#39 Post by grayswandir »

Alright, fix up.
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. :)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Weapons Pack

#40 Post by Doctornull »

Hey grayswandir, apparently there's a problem with our addons interacting:
http://forums.te4.org/viewtopic.php?p=177657#p177657

How are you setting Whip proficiency? Do you have a new Whip base object?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#41 Post by grayswandir »

Alright, I should've fixed the issue with whips.

Also, courtesy of rexorcorum, there are now pretty, pretty pictures for a lot of the weapons. :D
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. :)

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

Re: Weapons Pack

#42 Post by HousePet »

grayswandir wrote:Added the training option to the angolwen academy.
How did you do that? :?
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: Weapons Pack

#43 Post by grayswandir »

HousePet wrote:
grayswandir wrote:Added the training option to the angolwen academy.
How did you do that? :?
Loaded in hooks/load.lua:

Code: Select all

local g = require 'grayswandir'
local magic_weapon_combat_chats = {'angolwen-staves-store', 'angolwen-academy'}
hook = function(self, data)
  -- Make sure we're in the right chat. self.name is the chat filename.
  if not g.hasv(magic_weapon_combat_chats, self.name) then return end
  -- Quit if we've already revealed the talent.
  if game.player:isTalentRevealed('T_GRAYSWANDIR_MAGIC_WEAPONS_MASTERY') then return end

  self:addChat {
    id = 'magic-weapon-mastery',
    -- OMITTED CODE
  }

  -- Add the chat option in.
  table.insert(self:get('welcome').answers, 3,
               {'I wish to learn magical weapon combat.', jump = 'magic-weapon-mastery',})
end
class:bindHook('Chat:load', hook)
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. :)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#44 Post by grayswandir »

Alright, aurastones now have a full set of images. :D :D

Added an 'of sweeping' ego to 2hander weapons.
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. :)

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Weapons Pack

#45 Post by StarKeep »

Strange thing I noticed recently: If you rest without a full quiver, the game will rest even if enemies are in view, until you take damage.
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