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[v1.7.0+] Class: Lycanthrope
Posted: Thu Apr 03, 2025 6:58 am
by paramecium
Lycanthropes are wilders who focus on making wounds and bleed enemy to death.
Class: Lycanthrope
Lycanthropes use offhand mindstar to absorb, store and utilize blood from himself and enemies.
He can transform into a beast when he collected enogh blood.
I'm not so good at English and the English text in this addon may have some erorrs.
Please let me know if there are any translate errors or other bugs.
Re: [v1.7.0+] Class: Lycanthrope
Posted: Fri Apr 18, 2025 9:04 am
by monju3072
Hello,
It seems that Totem still has an issue. Bear Totem removes beneficial mental effect on activation.
I believe this is occurring due to the precedence of 'and/or'.
Code: Select all
if e.type == "mental" or e.type == "physical" and e.status == "detrimental" and e.subtype["cross tier"] then
force[#force+1] = {"effect", eff_id}
elseif e.type == "mental" or e.type == "physical" and e.status == "detrimental" then
effs[#effs+1] = {"effect", eff_id}
end
Re: [v1.7.0+] Class: Lycanthrope
Posted: Fri Apr 18, 2025 9:40 am
by paramecium
monju3072 wrote: ↑Fri Apr 18, 2025 9:04 am
Hello,
It seems that Totem still has an issue. Bear Totem removes beneficial mental effect on activation.
I believe this is occurring due to the precedence of 'and/or'.
Code: Select all
if e.type == "mental" or e.type == "physical" and e.status == "detrimental" and e.subtype["cross tier"] then
force[#force+1] = {"effect", eff_id}
elseif e.type == "mental" or e.type == "physical" and e.status == "detrimental" then
effs[#effs+1] = {"effect", eff_id}
end
Thanks for reporting, this bug should have been fixed in the latest version (0.0.8, bear-totem_fix).
Re: [v1.7.0+] Class: Lycanthrope
Posted: Sun Apr 20, 2025 5:02 am
by monju3072
Now it works fine. Thank you!
By the way, an enemy creates a clone of my character, and the clone and my character attack each other with Blood Spine infinitely until my character is finally killed.
Therefore, it may be necessary to introduce a limitation on the number of counterattacks.
Re: [v1.7.0+] Class: Lycanthrope
Posted: Sun Apr 20, 2025 5:17 am
by paramecium
monju3072 wrote: ↑Sun Apr 20, 2025 5:02 am
Now it works fine. Thank you!
By the way, an enemy creates a clone of my character, and the clone and my character attack each other with Blood Spine infinitely until my character is finally killed.
Therefore, it may be necessary to introduce a limitation on the number of counterattacks.
Okay, now it only triggers once for each enemy.
Re: [v1.7.0+] Class: Lycanthrope
Posted: Thu Apr 24, 2025 12:33 am
by visage
Nice class! I particularly like the idea to make Meditation more interesting.
One suggestion -- I think the class would be more coherent if you removed the Technique and Cunning categories and let it be a pure Wilder. You already have two resource types, and including Stamina just dilutes things. ...and Poisons are just such an amazingly good category that they threaten to crowd out the interesting new categories you've added.
Re: [v1.7.0+] Class: Lycanthrope
Posted: Tue Apr 29, 2025 11:53 pm
by Bursade
Wow, this class seems really interesting. Also, very on-topic with the upcoming DLC

Re: [v1.7.0+] Class: Lycanthrope
Posted: Wed Jun 04, 2025 1:12 pm
by Shad3
Got an error here:
Code: Select all
Lua Error: /data-class_lycanthrope/talents/surround.lua:136: attempt to call method 'hasEffect' (a nil value)
At [C]:-1 hasEffect
At /data-class_lycanthrope/talents/surround.lua:136
At /engine/interface/ActorTalents.lua:1222 callTalent
At /mod/class/Actor.lua:6221
At /mod/class/Actor.lua:3014 base_onTakeHit
At /mod/addons/classwisp/superload/mod/class/Actor.lua:43 onTakeHit
At /mod/class/Player.lua:787 onTakeHit
At /mod/class/interface/ActorLife.lua:42 base_takehit
At ...tialoddities/superload/mod/class/interface/ActorLife.lua:10 takeHit
At /mod/class/Actor.lua:3072 base_takeHit
At .../addons/classhekatonkheire/superload/mod/class/Actor.lua:52
At /data/damage_types.lua:553 defaultProjector
At /data/damage_types.lua:769 projector
At /engine/interface/ActorProject.lua:259 project
At /data/talents/cunning/traps.lua:967 triggered
At /engine/Trap.lua:142 trigger
At /mod/class/Trap.lua:301 trigger
At /engine/Trap.lua:156 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
Probably you forget that damage can come from sources other than enemies. Might want to check if
is not nil.
Beyond that, genuinely a nice class. Though some talent has neither sound nor visual effects (Blood Splash, Snake I noticed).