Verdant Class Pack: v2.3

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antheridium
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Re: Verdant Class Pack: v2.3

#346 Post by antheridium »

Got an error that looks like it's coming from Verdant. This happened while fighting a randboss.

Not sure if any fixed enemies have Blink Claw in order to try to replicate.

Code: Select all

[LOG]	Bethysevena the giant eel casts #{bold}##PURPLE#Blink Claw.#{normal}##LAST#
[Actor:move]	45983	Bethysevena the giant eel	(forced) move from	22	14	to	24	14
[LOG]	Bethysevena the giant eel is out of phase.
##Use Talent Lua Error##	T_HP_BLINK_CLAW	Actor:	45983	Bethysevena the giant eel
FROM 	/mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua	loading previous!


ERROR:
Game version: tome-1.6.7
Addons: pulverize-again-1.6.4[X], improved_combat_text_v2-1.6.0[X], golem_speed-1.3.0[X!], worm_interact-1.3.0[X!], retro_kit-1.6.0[X], ashes-urhrok-1.6.7[O], mirror_golem-1.6.0[X], prophecy_manage-1.5.0[X!], clean_doll-1.6.0[X], recall-confirm-1.5.10[X!], Better-sounds-mod-1.6.0[X], rl_chat-1.3.0[X!], cults-1.6.7[O], cashgrab-1.4.8[X!], darkvision_fix-1.6.6[X], lore_order_v2-1.3.0[X!], ambush_escape-1.3.0[X!], arcanum-1.6.6[X], die-in-obscurity-1.3.0[X!], zomnibus-1.6.0[X], inv_tiers-1.6.0[X], escort_noboss-1.6.0[X], midnight-1.6.6[X], turn_separators_v2-1.6.0[X], lite_in_stores-1.3.0[X!], select-your-escorts-1.6.0[X], rage_quit-1.5.0[X!], possessor_fixplus-1.6.1[X], displace_track-1.3.0[X!], grass_bg-1.6.0[X], alch_notify-1.3.0[X!], easy_map_v2-1.6.0[X], nur_kit-1.6.0[X], kryl_map-1.1.0[X!], neka_qol06-1.0.0[X!], curse_levels-1.3.0[X!], floor_stack-1.3.0[X!], no-male-underwear-1.5.10[X!], cloak_remind-1.3.0[X!], PlenumTooltipCustom-1.6.0[X], neka_qol04a-1.0.0[X!], logical-alchemists-1.5.10[X!], auto-talent-gambits-improved-1.5.10[X!], dr_inscr_4-1.6.0[X], golem_gender-1.6.0[X], worm_speed-1.3.0[X!], shield_start-1.3.0[X!], improved-restauto-1.6.5[X], orcpitsrestoration-1.1.5[X!], neka_qol05-1.0.0[X!], osmosisshield-1.0.0[X!], auto_ward-1.3.0[X!], merchant_map-1.6.0[X], seal_portal-1.5.0[X!], gem_resonate-1.5.0[X!], egressrandlore-1.5.10[X!], improvedstores-fix-1.5.5[X!], utility_supplies-1.3.0[X!], unplot_item-1.5.0[X!], staff_infusion-1.3.0[X!], aura_rotate-1.5.0[X!], 166-summoner-fix-1.6.6[X], tooltip_away-1.3.0[X!], pf_fixes-1.6.0[X], mindstar_slayer-1.5.0[X!], items-vault-1.6.0[O], lumberjack_map-1.3.0[X!], neka_qol01a-1.0.0[X!], inventory-filter-1.3.0[X!], med_summon-1.5.0[X!], archery_dodge-1.5.0[X!], killbeep-1.4.6[X!], possessors-1.6.6[O], bind_alch_gem-1.5.0[X!], menu_keys-1.3.0[X!], nullpack-1.5.10[X!], nullnewgems-1.5.10[X!], krog_drake-1.3.0[X!], verdant-1.6.6[X]

Game version (character creation): tome-1.6.7
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data-verdant/talents/gifts/blink-drake.lua:61: attempt to call field 'getWeaponDamage' (a nil value)
stack traceback:
	/data-verdant/talents/gifts/blink-drake.lua:61: in function </data-verdant/talents/gifts/blink-drake.lua:40>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:329 
  At /mod/ai//improved_tactical.lua:1081 
  At /mod/class/interface/ActorAI.lua:70 runAI
  At /mod/ai//improved_tactical.lua:1142 
  At /mod/class/interface/ActorAI.lua:70 doAI
  At /mod/class/NPC.lua:77 act
  At /mod/addons/neka_qol06/superload/engine/GameEnergyBased.lua:211 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1534 base_tick
  At /mod/addons/turn_separators_v2/superload/mod/class/Game.lua:45 base_tick
  At ...ons/improved_combat_text_v2/superload/mod/class/Game.lua:61 

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

Re: Verdant Class Pack: v2.3

#347 Post by HousePet »

Yeah its Blink Claw. Well caught.
I screwed up when I was updating all the attack talents to use the shield as an offhand weapon.
Will check them all again and post an update soon.
I don't think any creature gets Blink Claw by default.
My feedback meter decays into coding. Give me feedback and I make mods.

Bromantic
Low Yeek
Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#348 Post by Bromantic »

-Deleted-
Last edited by Bromantic on Mon Mar 16, 2020 4:30 pm, edited 1 time in total.

Bromantic
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Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#349 Post by Bromantic »

Hi! Playing a wyrmic right now and really love your changes, good work!
But I have a question about Flood
Whats the point of this spell?
I tried drowning creature but it doesn't seem to work at all
How do I know how much air they have left?

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

Re: Verdant Class Pack: v2.3

#350 Post by HousePet »

Theoretically they should run out of air in 3-4 turns and then start taking massive amounts of damage.
However, you'll need to be standing next to them when you use it to get a decent amount of damage from it.
I'll make a note to check on how Air is handled for NPCs, as something might have changed.
My feedback meter decays into coding. Give me feedback and I make mods.

Bromantic
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Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#351 Post by Bromantic »

Thanks, because I even tried it on NPC, and I need to cast it twice for them to start losing life
IMO it should do something different, Drowning creature doesn't give XP and is hard to follow
What about a small % of health right of the bat?

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

Re: Verdant Class Pack: v2.3

#352 Post by HousePet »

I don't believe my code actually drowns them.
It just uses Air as a delay before it starts slamming them with percentage based damage, which can be huge and unbalanced because it scales up against bosses with lots of life.
My feedback meter decays into coding. Give me feedback and I make mods.

Bromantic
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Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#353 Post by Bromantic »

Oh I see, depending on the amount of Air creatures have, it sounds pretty unbalanced
IMO Flood should slow down creatures and reduce a smaller % of life, would be a lot more interesting and rewarding
I'm really loving the other skills, but I never find myself using Flood except if I need water for the life/EQ regen
Last edited by Bromantic on Thu Mar 19, 2020 8:19 am, edited 1 time in total.

Bromantic
Low Yeek
Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#354 Post by Bromantic »

Btw, Flood damage type is % of current life, so it makes the spell really weak vs Non-Boss target
By the time the monster is out of Air, he receive barely any damage most of the time
For personal uses, I removed Air damage and change the formula to something similar to the duration
getDamage = function(self, t) return 3 + self:combatTalentStatDamage(t, "wil", 0, 15) end,
And for the damage type I added a Pinned Status of really small duration and changed the text to this
"A flood of deep water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of %d, drowning all creatures caught inside.
Each turn a creature that cannot breath underwater is inside the flood zone, they lose %d%% of their current life and will also be pinned in place trying to swim to the surface."

PS: I saw that you added a special Death message, but this spell cannot kill :P

antheridium
Wayist
Posts: 16
Joined: Wed Apr 10, 2019 1:27 am

Re: Verdant Class Pack: v2.3

#355 Post by antheridium »

I -think- this error has something to do with Verdant. I sent an automated bug report just in case.

Fighting a randboss. This happened when it used Pheromones.

Code: Select all

[target_simple AI]	22091	Voramima the crimson ooze	selecting NEW TARGET	30	25	3294	Melchior
[use_tactical AI] === Action Selected:	22091	Voramima the crimson ooze	disable	 talent:T_SUMMON_CONTROL
[LOG]	Voramima the crimson ooze uses #{bold}##YELLOW#Pheromones.#{normal}##LAST#
[LOG]	Summons flock towards Melchior.
##Use Talent Lua Error##	T_SUMMON_CONTROL	Actor:	22091	Voramima the crimson ooze


[snip several other monsters' attacks]


FROM 	/mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua	loading previous!


ERROR:
Game version: tome-1.6.7
Addons: pulverize-again-1.6.4[X], improved_combat_text_v2-1.6.0[X], golem_speed-1.3.0[X!], worm_interact-1.3.0[X!], retro_kit-1.6.0[X], indieroyale-1.2.2[O!], ashes-urhrok-1.6.7[O], mirror_golem-1.6.0[X], prophecy_manage-1.5.0[X!], clean_doll-1.6.0[X], recall-confirm-1.5.10[X!], Better-sounds-mod-1.6.0[X], tactical-minimap-1.6.0[X], rl_chat-1.3.0[X!], cults-1.6.7[O], cashgrab-1.4.8[X!], darkvision_fix-1.6.6[X], lore_order_v2-1.3.0[X!], ambush_escape-1.3.0[X!], arcanum-1.6.6[X], die-in-obscurity-1.3.0[X!], zomnibus-1.6.0[X], inv_tiers-1.6.0[X], escort_noboss-1.6.0[X], pf_fixes-1.6.0[X], turn_separators_v2-1.6.0[X], lite_in_stores-1.3.0[X!], fixed-bonus-dungeons-trigger-1.6.5[X], rage_quit-1.5.0[X!], possessor_fixplus-1.6.1[X], displace_track-1.3.0[X!], krog_drake-1.3.0[X!], alch_notify-1.3.0[X!], easy_map_v2-1.6.0[X], nur_kit-1.6.0[X], kryl_map-1.1.0[X!], neka_qol06-1.0.0[X!], nullpack-1.5.10[X!], PlenumTooltipCustom-1.6.0[X], floor_stack-1.3.0[X!], no-male-underwear-1.5.10[X!], cloak_remind-1.3.0[X!], logical-alchemists-1.5.10[X!], select-your-escorts-1.6.0[X], neka_qol04a-1.0.0[X!], improved-restauto-1.6.5[X], dr_inscr_4-1.6.0[X], unplot_item-1.5.0[X!], golem_gender-1.6.0[X], auto-talent-gambits-improved-1.5.10[X!], shield_start-1.3.0[X!], orcpitsrestoration-1.1.5[X!], neka_qol05-1.0.0[X!], midnight-1.6.6[X], osmosisshield-1.0.0[X!], auto_ward-1.3.0[X!], possessors-1.6.6[O], seal_portal-1.5.0[X!], mindstar_slayer-1.5.0[X!], egressrandlore-1.5.10[X!], improvedstores-fix-1.5.5[X!], utility_supplies-1.3.0[X!], staff_infusion-1.3.0[X!], aura_rotate-1.5.0[X!], worm_speed-1.3.0[X!], 166-summoner-fix-1.6.6[X], tooltip_away-1.3.0[X!], neka_qol01a-1.0.0[X!], merchant_map-1.6.0[X], items-vault-1.6.0[O], grass_bg-1.6.0[X], med_summon-1.5.0[X!], inventory-filter-1.3.0[X!], archery_dodge-1.5.0[X!], lumberjack_map-1.3.0[X!], killbeep-1.4.6[X!], gem_resonate-1.5.0[X!], bind_alch_gem-1.5.0[X!], menu_keys-1.3.0[X!], curse_levels-1.3.0[X!], archery-shooting-1.5.10[X!], nullnewgems-1.5.10[X!], verdant-1.6.6[X]

Game version (character creation): tome-1.6.7
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /engine/Entity.lua:945: unsupported temporary value type: nil :=: nil (on key summon_time)
stack traceback:
	[C]: in function 'error'
	/engine/Entity.lua:945: in function 'recursive'
	/engine/Entity.lua:951: in function 'addTemporaryValue'
	/engine/interface/ActorTemporaryEffects.lua:296: in function 'effectTemporaryValue'
	/data-verdant/timed_effects.lua:1279: in function 'activate'
	/engine/interface/ActorTemporaryEffects.lua:157: in function 'setEffect'
	/data/talents/gifts/summon-utility.lua:381: in function </data/talents/gifts/summon-utility.lua:375>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:329 
  At /mod/ai//improved_tactical.lua:1081 
  At /mod/class/interface/ActorAI.lua:70 runAI
  At /mod/ai//improved_tactical.lua:1142 
  At /mod/class/interface/ActorAI.lua:70 doAI
  At /mod/class/NPC.lua:77 act
  At /mod/addons/neka_qol06/superload/engine/GameEnergyBased.lua:211 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1534 base_tick
  At /mod/addons/turn_separators_v2/superload/mod/class/Game.lua:45 base_tick
  At ...ons/improved_combat_text_v2/superload/mod/class/Game.lua:61 


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

Re: Verdant Class Pack: v2.3

#356 Post by HousePet »

Tempted to deny responsibility for this one, as someone replaced a talent and reused the same short_name while claiming it was for backwards compatibility. Yep that was very compatible.

Attempting to compensate...
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Verdant Class Pack: v2.3

#357 Post by HousePet »

Updated:

Corrected Blink Claw.
Stopped my Summon Control talent clashing with the Pheromones talent (which was written on top of the old Summon Control talent). Unsure if I should just nuke my Summon Control talent and let people use Pheromones. If anyone reads this and has an opinion, please tell me.
Rewritten Flood. Now has some effect before creatures run out of air, and does less damage than it used to against creatures that have run out of air. Please give feedback on scaling and balance.
Rantha the Abomination now has some Blink Drake talents. Enjoy.
My feedback meter decays into coding. Give me feedback and I make mods.

Bromantic
Low Yeek
Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#358 Post by Bromantic »

liking your Flood Changes :)
Also, what did you do to fix the Summon Control thing? (Im trying to learn as much as possible at modding, and was trying to fix it by myself, I wonder how close I was)

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

Re: Verdant Class Pack: v2.3

#359 Post by HousePet »

I was previously editing the Summon Control timed effect, to add an extra bonus to it.
When the Summon Control talent was rewritten to be Pheromones, the Summon Control timed effect was renamed in only a cosmetic way and its effects were completely different.
Since my code could still see a timed effect labelled Summon Control in the code, it was overwriting that with what is now a completely different effect.
To fix this, I simply created my own copy of the old Summon Control timed effect and told my code to use that instead.
My feedback meter decays into coding. Give me feedback and I make mods.

Bromantic
Low Yeek
Posts: 7
Joined: Mon Mar 16, 2020 3:42 am

Re: Verdant Class Pack: v2.3

#360 Post by Bromantic »

ooh, I see, thanks!
and btw, so far Flood seems pretty balanced, and more useful

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