Verdant Class Pack: v2.3

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#256 Post by astralInferno »

ok so I kept testing my alternate woodland/jungle talents for awoken, and then decided to compare/contrast with base verdant and. they seem broken here too? It could be a /different/ addon conflict, I suppose.

Pitcher plants don't seem to gain melee damage from spellpower, and more importantly, hedge is causing an error on cast.
[LOG] Player casts Hedge.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:150: in function </engine/interface/ActorTalents.lua:140>
Lua Error: /engine/interface/GameTargeting.lua:119: /engine/interface/ActorTalents.lua:150: /engine/Entity.lua:125: Entity definition has a closure: act has upvalue Talents
stack traceback:
[C]: in function 'error'
/engine/Entity.lua:125: in function 'init'
/engine/Object.lua:38: in function 'init'
/mod/class/Object.lua:84: in function 'init'
/engine/class.lua:147: in function 'new'
/data-verdant/talents/gifts/jungle.lua:281: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
/data-verdant/talents/gifts/jungle.lua:277: in function </data-verdant/talents/gifts/jungle.lua:263>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:119 fct
At /engine/interface/GameTargeting.lua:125 targetMode
At /engine/interface/GameTargeting.lua:254 targetMouse
At /mod/class/Game.lua:2157 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /mod/class/uiset/Minimalist.lua:2030 on_mouse
At /engine/LogDisplay.lua:190 mouseEvent
At /mod/class/uiset/Minimalist.lua:1697 fct
At /engine/Mouse.lua:58

I have no idea what that error means or I'd try to find why for you.

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

Re: Verdant Class Pack: v2 Released!

#257 Post by HousePet »

Will fix the upvalue, but I can't see anything that would break the Pitcher Plant damage.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#258 Post by astralInferno »

Are they working for you, then? Cause I have 18 spellpower, and my pitcher plants have damage 1 on their character sheet...

Also, another bug. Rare using treant aspect. I didn't see the details as something had thrown darkness tiles everywhere and I was frantically spamming my summons.
http://i.imgur.com/4yfo2DP.png

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

Re: Verdant Class Pack: v2 Released!

#259 Post by HousePet »

Haven't got around to bug stomping yet.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Verdant Class Pack: v2 Released!

#260 Post by HousePet »

Updated:
Psiclaws should now display on Embers races. Thanks Rexo.
Various dodgy bugs should be less dodgy and buggy.
My feedback meter decays into coding. Give me feedback and I make mods.

Shin Majin
Low Yeek
Posts: 9
Joined: Fri May 14, 2010 7:16 pm

Re: Verdant Class Pack: v2 Released!

#261 Post by Shin Majin »

I've been looking for mods for my game, but since I have trouble uninstalling them, I'd like to know how stable and balanced these classes are.

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

Re: Verdant Class Pack: v2 Released!

#262 Post by HousePet »

Errr... Well obviously all my mods are very stable and balanced. :mrgreen:
My feedback meter decays into coding. Give me feedback and I make mods.

Toles of Maine Exits
Wayist
Posts: 22
Joined: Wed Aug 24, 2016 7:41 am

Re: Verdant Class Pack: v2 Released!

#263 Post by Toles of Maine Exits »

I second that you CAN uninstall Verdant if you want too. Just tested. How long ago did you attempt to mod the game and how did you do it? I have never had any trouble uninstalling any mods except custom sprites.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Verdant Class Pack: v2 Released!

#264 Post by Micbran »

Shin Majin wrote:I've been looking for mods for my game, but since I have trouble uninstalling them, I'd like to know how stable and balanced these classes are.

Currently, it is impossible to "uninstall" most addons that are already active in a current save unless you remove the addon from your addons folder or remove the addon from the addon list with a bit of save editing. I don't suggest either of these as they'll will both most likely break the game... Depending on the addon removed.
A little bit of a starters guide written by yours truly here.

Shin Majin
Low Yeek
Posts: 9
Joined: Fri May 14, 2010 7:16 pm

Re: Verdant Class Pack: v2 Released!

#265 Post by Shin Majin »

It was the Beholder race. I manage my mods through the Steam workshop, and it would never disappear from my race selection, even after uninstalling and reinstalling the game. In the end, I had to delete all game files manually, which of course had other consequences.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Verdant Class Pack: v2 Released!

#266 Post by Micbran »

By going into the addons menu, you can choose to specifically to disable certain addons. Of course, deleting an addon from the Tales of Maj'Eyal main game folder (via. Tales of Maj'Eyal<game<addons), but if you are subscribed to an addon thru steam workshop, it will redownload the addon whenever it sees it missing from the addons folder or there is a new update for said addon.

So, in order to solve your problem either A.) disable the addon via. The main menu<addons, click on the addon until it's manual:disabled and then start a new game or... B.) unsubscribe from the addon on the steamwork shop, delete it from your addon folder and then start a new game.

I hope I didn't make any grammatical mistakes.
A little bit of a starters guide written by yours truly here.

astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#267 Post by astralInferno »

(comes in, wincing apologetically)
Either I have an addon conflict or I found another problem...

Fertilize doesn't seem to be proccing. at all. Like, I hacked myself to have so many levels in it the chance was 100% and it wasn't proccing. I have the fertilize code copied and doubled for the Awoken's clone version, but they should work without affecting each other. Maybe there's another addon somewhere that's messing with takehit after we are?

Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#268 Post by Hellcommander »

Currently the druids antimagic-harmony effect is not working correctly for me I get the buff instead of the antimagic thing but it still makes my sustains fail (tested with both normal druid and multiclass druid/woodsman).

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

Re: Verdant Class Pack: v2 Released!

#269 Post by HousePet »

Could be another addon conflicting. I have to do a bad function overwrite to do that bit. :(
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#270 Post by Hellcommander »

Issue with latest verdant in 1.5:
##Use Talent Lua Error## T_ATTACK Actor: 10018 fire drake hatchling
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-verdant/talents/gifts/woodland.lua:230: attempt to index global 'Talents' (a nil value)
stack traceback:
/data-verdant/talents/gifts/woodland.lua:230: in function 'check'
/engine/interface/ActorLife.lua:91: in function 'die'
/mod/class/Actor.lua:2932: in function 'die'
/mod/addons/ashes-urhrok/superload/mod/class/Actor.lua:25: in function 'die'
/mod/addons/orcs/superload/mod/class/Actor.lua:123: in function 'die'
[string "if engine.version_compare(game.__mod_info.ver..."]:143: in function 'die'
/mod/class/interface/PartyDeath.lua:39: in function 'die'
/mod/class/interface/ActorLife.lua:33: in function 'takeHit'
/mod/class/Actor.lua:2842: in function 'basetakeHit'
/mod/addons/verdant/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
/mod/addons/midnight/superload/mod/class/Actor.lua:61: in function 'basetakeHit'
...
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function 'defaultProjector'
/data/damage_types.lua:702: in function 'projector'
/mod/class/interface/Combat.lua:600: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:225: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /mod/class/interface/Combat.lua:37 attack
At /engine/interface/ActorLife.lua:42 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:209 move
At /mod/class/Actor.lua:1317 move
At /engine/ai//simple.lua:140 runAI
At /engine/ai//simple.lua:196 runAI
At /engine/ai//talented.lua:67 doAI
At /mod/class/NPC.lua:75 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386 base_tick
At /mod/addons/turn_separators/superload/mod/class/Game.lua:45 base_tick
At ...addons/improved_combat_text/superload/mod/class/Game.lua:61
---------------- Stack Dump ----------------

Post Reply