SVN Dagger of the Past bug

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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

SVN Dagger of the Past bug

#1 Post by edge2054 »

Was goofing around with this dagger paired with the sword and got this lua error from the daggers proc.

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stack traceback:
	/engine/interface/ActorTemporaryEffects.lua: in function 'setEffect'
	/data/general/objects/world-artifacts.lua:2101: in function 'fct'
	/mod/class/interface/Combat.lua:398: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:136: in function 'attackTarget'
	/data/talents/misc/misc.lua:56: in function 'action'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:140: /engine/interface/ActorTemporaryEffects.lua:98: attempt to index a nil value
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:140 bumpInto
	At /mod/class/Actor.lua:1728 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:165 move
	At /mod/class/Actor.lua:546 move
	At /mod/class/Player.lua:177 moveDir
	At /mod/class/Game.lua:1103 
	At /engine/KeyBind.lua:217 

Actually it looks like both the dagger and blade are missing the EFF part in target.EFF_ (probably my fault :/)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: SVN Dagger of the Past bug

#2 Post by edge2054 »

Not sure if this is easier but here's a small diff that should fix it.

Code: Select all

diff -r a2331689fdea -r 4bc50f4508aa game/modules/tome/data/general/objects/world-artifacts.lua
--- a/game/modules/tome/data/general/objects/world-artifacts.lua	Fri Sep 02 17:01:04 2011 -0500
+++ b/game/modules/tome/data/general/objects/world-artifacts.lua	Sat Sep 03 16:14:01 2011 -0500
@@ -2060,7 +2060,7 @@
 	on_set_complete = function(self, who)
 		self.combat.special_on_hit = {desc="10% chance to reduce the target's resistances to all damage", fct=function(combat, who, target)
 			if not rng.percent(10) then return end
-			target:setEffect(target.FLAWED_DESIGN, 3, {power=20})
+			target:setEffect(target.EFF_FLAWED_DESIGN, 3, {power=20})
 		end}
 		self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.TEMPORAL]=5, [engine.DamageType.PHYSICAL]=10,})
 		game.logSeen(who, "#CRIMSON#The echoes of time resound as the blades are reunited once more.")
@@ -2098,7 +2098,7 @@
 	on_set_complete = function(self, who)
 		self.combat.special_on_hit = {desc="10% chance to return the target to a much youger state", fct=function(combat, who, target)
 			if not rng.percent(10) then return end
-			target:setEffect(target.TURN_BACK_THE_CLOCK, 3, {power=10})
+			target:setEffect(target.EFF_TURN_BACK_THE_CLOCK, 3, {power=10})
 		end}
 		self:specialSetAdd({"wielder","inc_damage"}, {[engine.DamageType.TEMPORAL]=5, [engine.DamageType.PHYSICAL]=10,})
 		self:specialSetAdd({"wielder","resists_pen"}, {[engine.DamageType.TEMPORAL]=15,})

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