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Dwarven Adventurers - A Stone Warden Experience.

Posted: Wed Aug 21, 2013 6:58 pm
by Crim, The Red Thunder
Addon may be found Here.

This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs.

Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating.

Special thanks to Minmay for providing the coding solution to add talents. It's more elegant then my hacked together crap that wasn't working.

Loading this addon and playing adventurer with a non-dwarven race successfully blocks the warden talents, and does not require the addon to be disabled. Donators should be able to use this in place of Brawling Adventurers (see below). Non-donators should not use this, as not having stone warden enabled may create very buggy issues.

What this addon changes: overloads adventurer.lua
That's it, for the moment.

Known issues: This addon REQUIRES stone wardens to be enabled. If you turn this addon on, and not stone warden, the talent trees WILL not be added. I have not tested this mode extensively, so bugs may exist if you attempt to use it without stone wardens. (And why would you anyway?)
If I understand Minmay's suggested code correctly, a adventurer on the world map that has the dwarven race MIGHT be generated with stone warden talents. I'm not sure if the race flag extends to NPC's or not. If so, I do not know how the AI in the game will react to Stone Warden talents. (Edit: This doesn't happen. If it matters.)
Adventurers do not start with a shield. This is an issue, but difficult to resolve, given all there other equipment, and the weight of a shield. Already, they're pushing the limits of what's available.

Incompatibilities: This addon will be incompatible with both Brawling Adventurers and Adventurer Starting Items.
However, I included my unarmed combat fixes in this addon, so dwarf adventurers who want to utilize unarmed combat along with some of there warden talents, may do so.

Re: Dwarven Advnturers - A Stone Warden Experience.

Posted: Tue Nov 12, 2013 2:07 am
by Crim, The Red Thunder
Addon has been updated for version 1.0.5, and shifted to be compatible with the changes to unarmed combat. (notably, the portions copied from brawling adventurers have been ripped out, as the maingame now handles those changes better.)

This also adds an iron shield to the birth equipment.

New version is obtainable here.
http://te4.org/games/addons/tome/dwarve ... enturer-v2

Possible issues: Still overloads adventurer.lua, so it conflicts with other things doing that. (adventurerplus currently does this.) Also the new shield MIGHT make some of the weaker races come in over the weight limit, however, I see no solution to this, yet, short of nixing some existing equipment.

Re: Dwarven Advnturers - A Stone Warden Experience.

Posted: Tue Nov 12, 2013 2:40 am
by HousePet
Overload BAD! :evil:

Re: Dwarven Advnturers - A Stone Warden Experience.

Posted: Mon Dec 30, 2013 3:43 am
by Zeyphor
the addon ain't working for me in 1.1.3
but thats to be expected since ToME has had 3 updates, 5 if you count 1.1.0 and the steam version, since 1.0.5

I was told that its easier to give the Aura the log file than to take a picture of the lua error from ingame
I also reported it ingame
heres a pastebin of everything in the log; the LUA error I saw ingame is near the bottom
http://pastebin.com/r0fvdgXH
paste expires in 30 days

Re: Dwarven Advnturers - A Stone Warden Experience.

Posted: Mon Dec 30, 2013 5:20 am
by Crim, The Red Thunder
:oops: Eep...

This was a horridly stupid mistake on my part that would've been fixed by proper testing.

This has been fixed. To quote a far better developer then I: We apologize for any inconvenience. Addon has been updated.

Can't believe I made such a mistake... and that no one noticed for so long...

Re: Dwarven Advnturers - A Stone Warden Experience.

Posted: Mon May 26, 2014 4:32 am
by Crim, The Red Thunder
Minor update. New version is up, allows you to start with 2 shields. Should've been done long ago, but if you start too heavy, the odds of dying int eh one turn it takes to transmog a shield are... minimal.

Additionally, this addon is now available on steam.

Re: Dwarven Advnturers - A Stone Warden Experience.

Posted: Sat May 31, 2014 3:37 pm
by Zifmia
Would you also consider opening stone wardens up to non-dwarves?

Re: Dwarven Adventurers - A Stone Warden Experience.

Posted: Wed Jun 04, 2014 2:08 pm
by pheonix89
Something about this interacts badly with 1.2.

I've been getting crashes whenever I enter Kor-Pul 3. Disabling this mod solved the problem. Yes, I am aware that makes no goddamn sense.

Re: Dwarven Adventurers - A Stone Warden Experience.

Posted: Fri Jun 06, 2014 10:58 pm
by Crim, The Red Thunder
I'm having problems replicating this on my end, and someone else had it without my addon. It's supposedly a bug fixed in 1.2.1 can you try with and without my addon in that version please?

Re: Dwarven Adventurers - A Stone Warden Experience.

Posted: Sun Sep 07, 2014 3:13 am
by breadsmith
I've found an odd bug with this. If you have a Golem and use Dwarven Unity, the Golem vanishes. The only way to get him back is to refit him as though he's dead.

Re: Dwarven Adventurers - A Stone Warden Experience.

Posted: Tue Sep 09, 2014 5:22 am
by Crim, The Red Thunder
I don't change any talent definitions, so this is an underlying flaw in the existing code. Apparently, someone has been naughty. (Pretty sure it isn't me!) I'll see what can be done about it.

However, I can't use dwarven unity at all, the error pops when I use elemental split, which can't go through with a golem on the field. How were you even able to get that far to use dwarven unity?

Dropping this here so I don't lose it, and can link others to it.

Code: Select all

[LOG]	Player uses Elemental Split.
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data/talents/spells/golemancy.lua:345: attempt to index field 'alchemy_golem' (a nil value)
stack traceback:
	/data/talents/spells/golemancy.lua:345: in function 'on_unlearn'
	/engine/interface/ActorTalents.lua:424: in function 'unlearnTalent'
	/mod/class/Actor.lua:4082: in function 'unlearnTalent'
	/data-stone-wardens/talents/gifts/dwarven-nature.lua:124: in function </data-stone-wardens/talents/gifts/dwarven-nature.lua:85>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 useTalent
	At /engine/interface/PlayerHotkeys.lua:169 
	At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
	At /engine/HotkeysIconsDisplay.lua:334 onMouse
	At /mod/class/uiset/Minimalist.lua:1942 fct
	At /engine/Mouse.lua:56 
Edit: Alright, apparently with some help examining the code, it seems to be an issue with the elemental split actually cloning your character, removing various talents along the way, and removing golem talents in a way that makes the other golem talents explode. (if it didn't do this, your clones would have golems, which would obviously be bad.) I don't think it can be fixed on my end, I think it'll take some modification to the stone warden talent directly on DG's end. Though I'm welcome to be corrected.