Verdant Class Pack: v2.3

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nsrr
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Re: Verdant Class Pack: v2 Released!

#316 Post by nsrr »

If only there were some way to modify the normal behavior of the game... :roll:

I'm sure there would be more than one way to work around it. Add a field to your chrono talents and superload the appropriate function to check for 'if not [field]' before granting space time tuning seems like it ought to work, off the top of my head.

It was just a suggestion though, no need to go out of your way if it's not something you're interested in doing.

HousePet
Perspiring Physicist
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Re: Verdant Class Pack: v2 Released!

#317 Post by HousePet »

Seems way overkill for a single category. Though I was a bit annoyed when the code was changed to make Spacetime Tuning automatic. I think its because I didn't want Anarchist to have a simple way to reset paradox levels. Being able to make different resources work in different ways is one of the great things in this game.

With the requirement of already costing a category point to unlock, and if I change them to require Magic and scale with spellpower, I think that pretty much covers the fact that your talents are basically free.
Okay, Undead/Scourge Drake talents use the higher of mindpower or spellpower. I might go with that.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Verdant Class Pack: v2 Released!

#318 Post by HousePet »

Updated finally:

Antimagic Balance mechanic removed.
Create Natural Gems now gives 20% more alchemist gems (however, I do think you could just go to a shop and buy some if you really are running out of Prism uses...)
Cooldown on Prism-Nature reduced to 6.
Slightly reduced the power of Invoke Weather: Mist Cloak and Rainfall.
Suppress Magic's spellpower reduction now scales with spellpower.
Thorns description tweaked.
Corrected the description of Focus Weather: Rainfall, as it had the duration and slow strength backwards.
Prism-Light and Prism-Nature now state that they won't hurt your friends.
Cooldown/cost on plant summons tweaked.
Description for Fertilize clarified.
Growth and Decay: Now removes less effects but heals/damages more.
Tweaked scaling on basic Weather sustain effects.
Avatar of Seasons description improved.
Non metal clarified.
Pitcher Plants now resist acid.
Updated description on Rainfall.
Reduced the cooldown on Pitcher Plant's Acidic Spray by 1.
Tangle Vines now have their own attack talent which does damage over time as well as pinning and possibly silencing.
Alter Weather and Seasons now have numbers in their descriptions to show how much the sub talents do.
Aurora, Whirlpool, Earthshaker, Noxious Gasses and Typhoon now only increase your Equilibrium by 1 per turn at any talent level.
Individual Season and Weather talents are now bound to their master category's mastery level, so enjoy a free boost in power.
Waterspout and Sandstorm can no longer crit twice.
Various tweaks to talent numbers and descriptions.
Fixed Elfwood Shield.
Fixed Inverted Manasurge icon.
Lightning Chains on a Shadow should no longer CTD.
Loads of temp effects have better icons.
Flaming trail from Ember Scales should now only hurt hostiles.
Tagged the Wild Drake category as Antimagic. This is purely cosmetic though, as you can't get it without going with Zigur anyway. Possibly it stops randoms from having it with spell talents, but I can't see anything in the code that stops that.
Woodsman now uses the new Marksman category.
Druids should no longer be able to claim to be in the Ziguranth to Derth residents if they have done the test.
Claw Block coded. Its ugly and makes me sad. (I could use the same trick to make the Antimagic Balance code safe, but I'm not sure that mechanic is worth keeping.)
Avatar of Seasons now has a vfx for each version. But I spent too long on the Autumn one, so the others are just copies of other vfx.
Damage on Sanguine Breath fixed.
The blood pool from Blood Gush should now heal you.
Blink and Blood Drake talents now use Magic as the requirement stat, are no longer mind powers and use the highest of your mind and spell power.
Blink Drake talents now cost Paradox.
Blood Drake talents now cost Vim. These costs are very low at the moment, but you will discover that using them will greatly increase your Equilibrium, and you have no special Vim recovery mechanic anyway.
Sanguine Breath now scales with Magic instead of Strength.
Temporal and Antimagic Breath now scale with Willpower instead of Strength.

Thanks to everyone for feedback about what to fix and change.
My feedback meter decays into coding. Give me feedback and I make mods.

Adventurer
Low Yeek
Posts: 9
Joined: Tue Dec 24, 2013 3:02 pm

Re: Verdant Class Pack: v2 Released!

#319 Post by Adventurer »

Very nice. I hope you go back and update the Arcanum Class Pack as well.

HousePet
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Re: Verdant Class Pack: v2 Released!

#320 Post by HousePet »

Is it actually broken? (I have too many things to manage at the moment.)
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Verdant Class Pack: v2 Released!

#321 Post by HousePet »

Slowly working towards a small update for this...
Life has been bad lately and all my coding time has gone into trying to get a Shadow Realm to generate correctly.

Things for the next update:
Make Woodsman start with Shoot. I should have fixed this ages ago, but life sucks.
Might add in a Wildstaff flavour.
Rewrite Herbalism category.
Current draft:
Herb Lore: passive. Nature and Blight resistance.
Battle Draughts: actives. A selection of three small buffs for different situations. Applies a small debuff when they expire. Shared cooldowns.
Quickness Draught: Movement speed and evasion. Leaves you confused.
Focus Draught: Crit chance and power. Leaves you weakened.
Thorn Skin Draught: Armour and hardiness. Leaves you slowed.
Curative Salves: actives. A selection of three small curative effects for different situations. Shared cooldowns.
Regenerative Salve: Slows bleeding (makes it expire faster) and regens life over a few turns.
Antidote Salve: Cures poisons and diseases.
Clarity Salve: Cures mental debuffs.
Master Herbalist: passive. Grants Poison and Disease resistance to Herb Lore. Reduces the debuff duration on Battle Draughts. Reduces the turn usage of Curative Salves.

Herb Lore and Master Herbalist seem a little off though.
My feedback meter decays into coding. Give me feedback and I make mods.

antheridium
Wayist
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Re: Verdant Class Pack: v2 Released!

#322 Post by antheridium »

It looks like if I have this addon installed I'm able to enter Zigur as an arcane class (works at least with Alchemist). Is this intentional?

HousePet
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Re: Verdant Class Pack: v2 Released!

#323 Post by HousePet »

Nope. I'm not sure how Zigur was even visible to you.
A quick test confirms that this is the case though. I'll look into it.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
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Re: Verdant Class Pack: v2 Released!

#324 Post by nsrr »

The post-Cults patch changed Zig to appear for everyone, but bar entry for magic users , which I think is just defined as knowing any talent that has 'is_spell' set. I'm guessing some conflict with the new implementation and whatever makes Druid work.

HousePet
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Re: Verdant Class Pack: v2 Released!

#325 Post by HousePet »

Yes, I've probably got a bad overwrite check on there to let Druids in, but didn't make sure it only applied to Druids.
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sepik121
Wayist
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Re: Verdant Class Pack: v2 Released!

#326 Post by sepik121 »

While I hate to be a bother for your stuff since I know it won't be updated until Christmas or so, but i've discovered an error that seems to be pretty bad. Here's the exact lua log:

Code: Select all

[use_tactical AI] === Action Selected:   140831   Yvakira the green mold   disable    talent:T_HP_DREAD_HOWL
[LOG]   Yvakira the green mold uses #{bold}##ORCHID#Dread Howl.#{normal}##LAST#
[LOG]   Ran for 2 turns (stop reason: detrimental status effect).
[LOG]   #F53CBE#Sky Striker Raye becomes terrified!
[LOG]   
Lua Error: /data/timed_effects/mental.lua:1114: attempt to perform arithmetic on field 'cooldownPower' (a nil value)
   At [C]:-1 __mul
   At /data/timed_effects/mental.lua:1114 long_desc
   At /mod/class/uiset/Minimalist.lua:1154 handleEffect
   At /mod/class/uiset/Minimalist.lua:1369 super_displayBuffs
   At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:244 displayBuffs
   At /mod/class/uiset/Minimalist.lua:2012 super_display
   At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:105 display
   At /mod/class/Game.lua:1900
Basically, when Dread Howl gets used, it causes the game screen to continuously go black and then pop back into the game, and then just go back to black again. It's bricked the run i'm doing unfortunately (i was only at Kor'Pul tho so eh), so I figure it's important to let you know.

HousePet
Perspiring Physicist
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Re: Verdant Class Pack: v2 Released!

#327 Post by HousePet »

You got howled at by a mold…
1.6 sure is weird. :P
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Verdant Class Pack: v2.3

#328 Post by HousePet »

Finally updated. Sorry for the delay on Woodsman and Shoot.

Feature Changes:
Druids now start with a Manasurge Rune in their inventory.
Inverted Manasurge Rune now gives mana regen on rest.
Technique/Staff Combat category removed. Druid now has access to the normal Staff Combat category. Arcanum now contains an upgrade for Spell/Staff Combat.
Cunning/Herbalism upgraded.
Druid categories are now available in the Academy. (If you are running Arcanum.)
Woodsman starting talents make more sense.
New Staff Flavour option: Wildstaff. Choose between Nature, Lightning, Acid or Light damage.

1.6 Updates:
Updated Psiclaws to new standards.
Razor Claws rescaled to a limiting function since its a Res Pen source. (It was also scaling with Mindpower without saying that. Very naughty.)
Bow Flexibility updated for new system in 1.6.
Flyby Slash, Claw Dance, Root Lash, Blink Claw and Blood Gush have gained the ability to attack with your shield.
Wing Buffet, Antimagic Breath, Temporal Breath and Sanguine Breath now benefit from Chromatic Fury. Temporal Breath now scales with Magic by default so that the Willpower scaling isn't a double-up.
Antimagic Breath now scales with Strength by default so that the Willpower scaling isn't a double-up.
I'm not going to edit Chromatic Fury to also apply to Temporal damage, because the talent is messed up. (I also don't know if that should mean I add Arcane damage to it so that Antimagic Breath gets an extra bonus. At that point it would just be missing Light damage. :? )

Bug Fixes:
Woodsman really start with Shoot now.
Dread Howl now applies the new Panicked effect, instead of exploding the universe.
Werebeast start no longer explodes. Still gets blood everywhere.
Zigur entry glitch corrected.
Prism-Light now grants the Create Natural Gems talent (instead of it only being a Druid starting talent).
Corrected Oozesplosion to use Mindpower, not Spellpower...

Tweaks:
Rewritten the scaling in the Eyal's Embrace category to be less archaic and more like similar existing talents.
Rebalanced Woodcutters Bane.
Scaling and description of Tangling Roots updated. It also no longer slows you.
Rebalanced Rabid Fury.
Small upwards nudge to some Wild-Gift/Hunter values.
Tweaked a few numbers in Cunning/Woodcraft and Technique/Bow-Flexibility.
Corrected how long it takes to use Revitalise. It wasn't supposed to take 8-40 turns to use this talent...
Tweaked some talent progression and strength in Wild-Gift/Symbiant.
Added some new stuff from existing summon code to my two extra ones. I have no idea what those lines even do. :)
Last edited by HousePet on Tue Jan 21, 2020 11:44 am, edited 1 time in total.
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: v2.3

#329 Post by HousePet »

Okay, I did that wrong.
Druid is getting the Manasurge Rune automagically inscribed. That was not intended, but it probably won't cause any issues?
My feedback meter decays into coding. Give me feedback and I make mods.

smithfield
Halfling
Posts: 82
Joined: Wed May 23, 2012 1:19 am

Re: Verdant Class Pack: v2.3

#330 Post by smithfield »

This happens almost as soon as you use the first Jungle talent.
I noticed this back in 1.5.10 but its easier to find the error log now.

ERROR:
Game version: tome-1.6.6
Addons: improved_combat_text_v2-1.6.0[X], deathknight-1.5.5[X!], opaque-tooltips-1.5.5[X!], ashes-urhrok-1.6.0[O], arcanum-1.6.6[X], orcs-1.6.0[O], zomnibus-1.6.0[X], clean_doll-1.6.0[X], neka_qol01a-1.0.0[X!], neka_qol07-1.0.0[X!], items-vault-1.6.0[O], softcore-death-1.6.0[X], floor_stack-1.3.0[X!], sms-ui-1.5.10[X!], turn_separators_v2-1.6.0[X], PlenumTooltipCustom-1.6.0[X], verdant-1.6.6[X], neka_qol05-1.0.0[X!], midnight-1.6.6[X], dreadnecromancer-1.6.4[X], possessors-1.6.6[O], neka_qol06-1.0.0[X!], myth-minimalist-ui-1.5.10[X!], cults-1.6.0[O]

Game version (character creation): tome-1.6.6
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data-verdant/talents/gifts/jungle.lua:41: attempt to call method 'combatPhysicalPower' (a nil value)
stack traceback:
/data-verdant/talents/gifts/jungle.lua:41: in function </data-verdant/talents/gifts/jungle.lua:32>
[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 useTalent
At /engine/ai//talented.lua:96
At /mod/class/interface/ActorAI.lua:70 runAI
At /mod/ai//improved_talented.lua:50
At /mod/class/interface/ActorAI.lua:70
At /mod/class/interface/ActorAI.lua:70 runAI
At /mod/ai//party.lua:36
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
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