Verdant Class Pack: v2.3

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HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.0.2

#16 Post by HousePet »

Patched to fix bugs.
Such as the damage description of Wing Buffet being silly.
My feedback meter decays into coding. Give me feedback and I make mods.

loimprevisto
Thalore
Posts: 131
Joined: Sun Apr 21, 2013 8:27 am

Re: Verdant Class Pack v1.0.2

#17 Post by loimprevisto »

Feral power 5 does not appear to be changing my size category... that makes me a sad were-treant :(

Forger101
Halfling
Posts: 91
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Location: Dreamscape

Re: Verdant Class Pack v1.0.2

#18 Post by Forger101 »

loimprevisto wrote:Feral power 5 does not appear to be changing my size category... that makes me a sad were-treant :(
Did you deactivate the sustain and then sustain again(Not sure if it does it automatically, so excuse me if i'm wrong). Also where are you checking your size category, gargantuan is largest named size.
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

HousePet
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Re: Verdant Class Pack v1.0.2

#19 Post by HousePet »

Could be you hit the size cap? What size were you when you used it?
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
Uruivellas
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Re: Verdant Class Pack v1.0.2

#20 Post by StarKeep »

Error when an enemy rare used Ram:

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: /data-verdant/talents/gifts/sharkaspect.lua:179: attempt to perform arithmetic on global 'maxsize' (a nil value)
stack traceback:
	/data-verdant/talents/gifts/sharkaspect.lua:179: in function </data-verdant/talents/gifts/sharkaspect.lua:158>
	[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 useTalent
	At /mod/ai//tactical.lua:382 runAI
	At /mod/ai//tactical.lua:408 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1141 
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

loimprevisto
Thalore
Posts: 131
Joined: Sun Apr 21, 2013 8:27 am

Re: Verdant Class Pack v1.0.2

#21 Post by loimprevisto »

Forger101 wrote:
loimprevisto wrote:Feral power 5 does not appear to be changing my size category... that makes me a sad were-treant :(
Did you deactivate the sustain and then sustain again(Not sure if it does it automatically, so excuse me if i'm wrong). Also where are you checking your size category, gargantuan is largest named size.
Yep, that fixed it... I was also under the impression that it did it automatically. I was checking size category on the racial skill description that Treants get, and I'm now up to size 7.

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.0.2

#22 Post by HousePet »

Well it should have done it automagically.
My feedback meter decays into coding. Give me feedback and I make mods.

loimprevisto
Thalore
Posts: 131
Joined: Sun Apr 21, 2013 8:27 am

Re: Verdant Class Pack v1.0.2

#23 Post by loimprevisto »

I think it was some weirdness with the other addon. I'm up to size category 23 now for some reason...

joebobjoe
Higher
Posts: 51
Joined: Mon Feb 17, 2014 8:59 pm

Re: Verdant Class Pack v1.0.2

#24 Post by joebobjoe »

It would be nice if you were to update this to be compatible with DoctorNull's gem expansion. Other than that it's interesting though I am having trouble getting my characters through first few levels. Pretty sure that's mostly me being relatively new and inexperienced mostly though.

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

Re: Verdant Class Pack v1.0.2

#25 Post by HousePet »

I wasn't aware there was a compatibility issue.
My feedback meter decays into coding. Give me feedback and I make mods.

joebobjoe
Higher
Posts: 51
Joined: Mon Feb 17, 2014 8:59 pm

Re: Verdant Class Pack v1.0.2

#26 Post by joebobjoe »

HousePet wrote:I wasn't aware there was a compatibility issue.
Never mind the used in a prism bonuses weren't popping up on the nullgems due to some oddity or another when looking at them with my alchemist (it was still showing on the standard gems which is why I thought something was wrong). Playing a druid everything is fine. I apologize for the confusion.

HousePet
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Re: Verdant Class Pack v1.0.2

#27 Post by HousePet »

It should only show them for a Druid. Which I guess I should change to check for the Prism-Light talent instead, in the case of adventurers.
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Location: Turtlemire

Re: Verdant Class Pack v1.0.2

#28 Post by StarKeep »

So I booted up a Druid, and I got absolutely stomped.
I thought "I don't remember missing THIS much."

Than, after a bit of code-diving, I see you changed the tree Gaia's Embrace to Eyal's Embrace, but didn't update it on the birth file, so I had no form of accuracy boost.

Please fix this travesty, so my characters can once again swing at the ground, and not hit themselves in the foot.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack v1.0.2

#29 Post by HousePet »

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

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

Re: Verdant Class Pack v1.0.3

#30 Post by HousePet »

Patched.
My feedback meter decays into coding. Give me feedback and I make mods.

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