Druid Class v1.5.2

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HousePet
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Re: Druid Class (alpha 2)

#46 Post by HousePet »

Its okay, I remember what it was.

I need to tweak some code so that this addon will be compatible with the Alchemy+ addon.

and finish the Ziguranth interactions.

Procs are apparently impossible to handle at the moment, so I've changed Clear Skies to not count as a spell or nature gift. Its not ideal, but I would like to get this class finished some time.
My feedback meter decays into coding. Give me feedback and I make mods.

Sradac
Sher'Tul
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Location: Angolwen

Re: Druid Class (alpha 2)

#47 Post by Sradac »

I dont see the procs being THAT much of an issue, dosent stone vines behave the same way?

HousePet
Perspiring Physicist
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Re: Druid Class (alpha 2)

#48 Post by HousePet »

Updated to Beta.

So I'd like to know what is unbalanced please.

(or any pesky bugs that avoided me)
My feedback meter decays into coding. Give me feedback and I make mods.

Graziel
Wyrmic
Posts: 234
Joined: Wed Sep 15, 2010 10:32 am

Re: Druid Class (beta)

#49 Post by Graziel »

while steping on water fountain trap (enemy was near and he died same turn if that matters) in yeek water dungeon

Code: Select all

Lua Error: /mod/addons/druid/superload/mod/class/Actor.lua:50: attempt to call method 'knowTalent' (a nil value)
	At [C]:-1 knowTalent
	At /mod/addons/druid/superload/mod/class/Actor.lua:50 takeHit
	At /data/damage_types.lua:347 projector
	At /data/damage_types.lua:1524 projector
	At /engine/interface/ActorProject.lua:198 project
	At /data/general/traps/water.lua:48 triggered
	At /engine/Trap.lua:138 trigger
	At /mod/class/Trap.lua:103 trigger
	At /engine/Trap.lua:151 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:205 move
	At /mod/class/Actor.lua:986 move
	At /mod/class/Player.lua:241 move
	At /engine/interface/PlayerMouse.lua:57 mouseMove
	At /engine/interface/PlayerMouse.lua:129 mouseHandleDefault
	At /mod/class/Game.lua:1740 fct
	At /engine/Mouse.lua:52 
You are likely to be eaten by a grue

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Druid Class (beta)

#50 Post by ajfluffy »

The tooltip for Zephr implies it reduces movement speed for foes, but it actually reduces global speed.

Also, if you were to take the antimagic tree, would you not be able to use most of the druid's skills since they are setup as spells and nature gifts?

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Druid Class (beta)

#51 Post by ajfluffy »

also, using a thorny skin item caused a massive spam of this in log and game froze:

Lua Error: .../addons/druid/superload//data/timed_effects/physical.lua:49: attempt to index global 'Talents' (a nil value)
At [C]:-1 __index
At .../addons/druid/superload//data/timed_effects/physical.lua:49 long_desc
At /mod/class/uiset/Minimalist.lua:1248 handleEffect
At /mod/class/uiset/Minimalist.lua:1370 displayBuffs
At /mod/class/uiset/Minimalist.lua:1971 display
At /mod/class/Game.lua:1209

darkgod
Master of Eyal
Posts: 10750
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Re: Druid Class (beta)

#52 Post by darkgod »

My eye hath landed on this
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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class (beta)

#53 Post by HousePet »

darkgod wrote:My eye hath landed on this
That explains the bugs... :lol:

Not sure what went wrong with the bug by the water fountain. Possibly the version change broke it.

Zephyr doing global slow: Ooops.

Antimagic tree: the tree itself is not linked to loosing the ability to use arcane and spells. That is the Zigur Follower flag. (go to Zigur for some fun btw)

Thorny Skin: Oops.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
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Re: Druid Class (beta)

#54 Post by Crim, The Red Thunder »

Hmmmm... Mist seems to be presenting intolerable lag issues for me. It also wasn't generating much mist, I'm assuming that improves at higher talent levels?
For me, every time I move IF it generates mist, or takes mist away, there's this big 'hang' on my computer. Autoexplore slows to a crawl. Seems... problematic. Probably more my computer issue then the addon, but I mention it here just in case.

Also, Waterspout ****ed up again.

Code: Select all

[LOG]	
[LOG]	DooDad stops regenerating health quickly.
[LOG]	
[LOG]	DooDad casts Waterspout.
[SPELL CRIT %]	2
[SPELL CRIT %]	2
Adding entity	102257	after	2662
checkHit(smooth)	20.503999413432	22	=> chance to hit	46.520281573907
checkHit(smooth)	20.503999413432	22	=> chance to hit	43.493386785681
[LOG]	#ORANGE#The Shade shrugs off the effect 'Slow'!
[LOG]	The Shade casts Manathrust.
[SPELL CRIT %]	10.2
[PROJECTOR] starting dam	112.32444026424
[PROJECTOR] after difficulty dam	112.32444026424
[PROJECTOR] res	0	1	 on dam	89.859552211395
[PROJECTOR] after resists dam	89.859552211395
[PROJECTOR] after flat damage armor	89.859552211395
[PROJECTOR] final dam	89.859552211395
[LOG]	#UID:101744:0#The Shade hits DooDad for #PURPLE#90 arcane#LAST# damage.
[LOG]	
[PROJECTOR] starting dam	26.682876856649
[PROJECTOR] after difficulty dam	26.682876856649
[PROJECTOR] res	8.4961618602721	0.91503838139728	 on dam	32.019452227979
[PROJECTOR] after resists dam	29.299027739917
[PROJECTOR] after flat damage armor	29.299027739917
[PROJECTOR] final dam	29.299027739917
[PROJECTOR] starting dam	26.682876856649
[PROJECTOR] after difficulty dam	26.682876856649
[PROJECTOR] res	4.6894690307926	0.95310530969207	 on dam	26.682876856649
[PROJECTOR] after resists dam	25.431591609932
[PROJECTOR] after flat damage armor	25.431591609932
[PROJECTOR] final dam	25.431591609932
checkHit(smooth)	22	20.503999413432	=> chance to hit	56.506613214319
[KNOCKBACK] from	nil	nil	over	1
Lua Error: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 line_base
	At /engine/utils.lua:1726 line
	At /engine/Actor.lua:292 knockback
	At /mod/class/Actor.lua:1084 knockback
	At /data/damage_types.lua:1093 projector
	At /engine/interface/ActorProject.lua:198 project
	At /data-druid/talents/gifts/seas.lua:181 on_hit
	At /engine/Projectile.lua:230 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1042 
 ----------------  Stack Dump ----------------
2: table // 8be5ed8
1: table // 8be5ed8
--------------- Stack Dump Finished ---------------
[USERCHAT] channel talk	Amphouse	tome	what seems to be the matter, fellow adventurer?
[USERCHAT] channel talk	shwqa	tome	-80 lightning damage totem and high stun resist >:D 
[USERCHAT] channel achievement	whY	tome	The secret city
[ONLINE PROFILE] sending error
[LOG]	#YELLOW#Error report sent, thank you.
[LOG]	
Sorry, but... still broken.

EDIT: Additionally, are the metal flags working now? Specifically, does the nonmetal weapon training and the nonmetal armor training now work with any nonmetal equipment, or still just staves and light armor?

Has whistling winds, fertilize, and season special effects been coded yet, or still unfinished?

Finally, if I nab armor training (the normal one) and get 1 rank in that, so I can wear metal helms/gauntlets/boots, does that disrupt the light armor training I get (armor of the woods) from offering me ANY bonuses? Or does that just check against body armor?
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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class (beta)

#55 Post by HousePet »

Oh yeah, the mist lag.
Its the same as the Smoke Bomb lag. The lighting for the whole map is being recalculated each time a mist cloud vanishes.
I haven't found a better way of coding it that doesn't require some deep hacking yet. :(

Waterspout: Oh I was missing the direction for the knockback. :oops:

Everything is now coded and should be working as intended.
Except for a couple of things that have been cut. (seasonal talent tweaks and crystal healing buff)
All the descriptions in game and on the first post here should be correct.
So the metallic flag is being checked.
Armour of the Woods doesn't care about any slot other than body. Checking them all would be too annoying.
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
Uruivellas
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Re: Druid Class (beta)

#56 Post by StarKeep »

I gotta say, the current way that plants work, I think they're quite nice.
Once you add in the magic scaling, I can see the grappling vines doing moderate damage later on, for right now, they're damage is noticeable, but not game changing early.
Poison Ivy, kind of falls off, but work as a pretty nice anti-ranged tool, while also being nice for escaping for an infusion, so I don't think they require damage. Perhaps some sort of armor debuff to work along-side your staff whacking?
The Tree damage seems to be pretty much invisible, but he survives long enough to make an ok tank.
The ranged plants are... honestly great, makes for a nice single-shot burst of a couple hundred.
The Armor and Reflect damage final talent, honestly doesn't seem very useful, outside of making your Poison Ivy do some minor damage before they go down. Perhaps increase the values and turn it into an active?
The sleeping plants, seem fine. Perfect for shutting down high-damage targets that you wouldn't be able to reach otherwise, as well as just being a fairly beautiful aoe-slow field. I've noticed they'll randomly not use it if an enemy is in melee range, but it's oddly inconsistent. Also, would it be possible to turn down the opacity on the effect? It gets fairly dense once you start getting 5 out at once.
Hedge is simple and efficient at, yet again, more anti-ranged and escape tools. I'm sensing a theme. :wink:

Worth noting again, in a post, instead of a temporary chat, that at the moment, I was able to get up to wave 34 on Insane Arena, however, I was unable to continue due to the dastardly clone bug striking again. This was done with 20 STR, minimum WIL for skills, and maxing CON, essentially ignoring MAG, which I imagine isn't an intended build.
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ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Druid Class (beta)

#57 Post by ajfluffy »

It's too bad darkgod isn't doing a best new race/class contest. I like a lot of the stuff you've created here housepet.

Were you planning on adding any artifacts as part of this class? I know there are plenty staves already, but maybe special combat power robes?

HousePet
Perspiring Physicist
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Re: Druid Class (beta)

#58 Post by HousePet »

I was planning on having a big lie down...

I've already added 4 egos and an artifact.
I think I'll leave it at that for the first version.
My feedback meter decays into coding. Give me feedback and I make mods.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Druid Class (beta)

#59 Post by ajfluffy »

O cool, didn't realise you had :)

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

Re: Druid Class (beta 2)

#60 Post by HousePet »

Updated again!
Free of charge.

Plants now scale with Spellpower.
Some talents cheaper.
Various descriptions corrected.
A few talents gained a small boost.
Bugs unbugged.
Other tweaks.

Enjoy! :D

PS: For those confused by the Antimagic category being there: Taking the Antimagic category is not what makes you unable to use Arcane items and Spells. Becoming a follower of Zigur does that. (go try becoming a Zigurite for fun)
Equipping an Arcane Disrupting item will still be dangerous for a Druid.

I could make Druids immune to Arcane Disruption, but then I would want to make using mana or celestial energies increase your Equilibrium as well.
My feedback meter decays into coding. Give me feedback and I make mods.

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