Arcanum Class Pack v2.3

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

Re: Arcanum Class Pack v1.7.2

#286 Post by HousePet »

Weird, Mindspike appears to have had its code scrambled. Or I was coding while too tired again...
Shield Overload and Phantasmal Mirror are fixed.
My feedback meter decays into coding. Give me feedback and I make mods.

Spleenling
Higher
Posts: 45
Joined: Mon Jan 20, 2014 6:44 am

Re: Arcanum Class Pack v1.7.2

#287 Post by Spleenling »

what does the Ward talent in the New staff tree do? The description seems incomplete

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

Re: Arcanum Class Pack v1.7.2

#288 Post by HousePet »

The Ward talent isn't in the any category.
So, do you mean the Staff Warding talent or the Ward talent?
My feedback meter decays into coding. Give me feedback and I make mods.

Spleenling
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Joined: Mon Jan 20, 2014 6:44 am

Re: Arcanum Class Pack v1.7.2

#289 Post by Spleenling »

HousePet wrote:The Ward talent isn't in the any category.
So, do you mean the Staff Warding talent or the Ward talent?
Staff Warding

HousePet
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Re: Arcanum Class Pack v1.7.2

#290 Post by HousePet »

It increases your level in Ward and the maximum number of wards you can have at once.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack v1.7.2

#291 Post by Hellcommander »

Seems the trap component of aetherbeam is not working it it is trigger it stays there but does no damage to them as the failed disarm listed damage.
---
Lua Error: /hooks/arcanum/load.lua:118: attempt to call method 'isTalentActive' (a nil value)
At [C]:-1 isTalentActive
At /hooks/arcanum/load.lua:118
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data-Infinite500/damage_typesI500.lua:381 projector
At /engine/interface/ActorProject.lua:198 project
At ...ons/nulltweaks/superload//data/talents/spells/aether.lua:61 triggered
At /engine/Trap.lua:139 trigger
At /mod/class/Trap.lua:137 trigger
At /engine/Trap.lua:153 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:205 move
At /mod/class/Actor.lua:1032 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 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
Lua Error: /hooks/arcanum/load.lua:118: attempt to call method 'isTalentActive' (a nil value)
At [C]:-1 isTalentActive
At /hooks/arcanum/load.lua:118
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data-Infinite500/damage_typesI500.lua:381 projector
At /engine/interface/ActorProject.lua:198 project
At ...ons/nulltweaks/superload//data/talents/spells/aether.lua:61 triggered
At /engine/Trap.lua:139 trigger
At /mod/class/Trap.lua:137 trigger
At /engine/Trap.lua:153 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:205 move
At /mod/class/Actor.lua:1032 move
At /engine/ai//simple.lua:139 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
[PROJECTOR] starting dam 91.80288182475
[PROJECTOR] after difficulty dam 91.80288182475
[PROJECTOR] res 0 1 on dam 91.80288182475
[PROJECTOR] after resists dam 91.80288182475
[PROJECTOR] after flat damage armor 91.80288182475
[PROJECTOR] final dam 91.80288182475
Lua Error: /hooks/arcanum/load.lua:118: attempt to call method 'isTalentActive' (a nil value)
At [C]:-1 isTalentActive
At /hooks/arcanum/load.lua:118
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data-Infinite500/damage_typesI500.lua:381 projector
At /engine/interface/ActorProject.lua:198 project
At ...ons/nulltweaks/superload//data/talents/spells/aether.lua:61 triggered
At /engine/Trap.lua:139 trigger
At /mod/class/Trap.lua:137 trigger
At /engine/Trap.lua:153 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:205 move
At /mod/class/Actor.lua:1032 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 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
---------------- Stack Dump ----------------

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack v1.7.2

#292 Post by Hellcommander »

Here is another error report related to the bug in aetherbeam
[LOG] Drem master triggers a trap (Arcana's aether beam)!
[PROJECTOR] starting dam 91.80288182475
[PROJECTOR] after difficulty dam 91.80288182475
[PROJECTOR] res 0 1 on dam 91.80288182475
[PROJECTOR] after resists dam 91.80288182475
[PROJECTOR] after flat damage armor 91.80288182475
[PROJECTOR] final dam 91.80288182475
Lua Error: /hooks/arcanum/load.lua:118: attempt to call method 'isTalentActive' (a nil value)
At [C]:-1 isTalentActive
At /hooks/arcanum/load.lua:118
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data-Infinite500/damage_typesI500.lua:381 projector
At /engine/interface/ActorProject.lua:198 project
At ...ons/nulltweaks/superload//data/talents/spells/aether.lua:61 triggered
At /engine/Trap.lua:139 trigger
At /mod/class/Trap.lua:137 trigger
At /engine/Trap.lua:153 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:205 move
At /mod/class/Actor.lua:1032 move
At /engine/ai//simple.lua:139 runAI
At /engine/ai//simple.lua:195 runAI
At /engine/ai//talented.lua:64 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
---------------- Stack Dump ----------------
2: table // 3c55f58
1: table // 3c55f58
--------------- Stack Dump Finished ---------------
[LOG] Drem master calms down.
[SPELL] friendly fire chance 0
[LOG] #UID:103237:0#Midge swarm hits #fbd578#Arcana#LAST# for #aaaaaa#2 physical#LAST# damage.
[PROJECTOR] starting dam 20.957906861672
[PROJECTOR] after difficulty dam 20.957906861672
[PROJECTOR] res 0 1 on dam 23.892013822306
[PROJECTOR] after resists dam 23.892013822306
[PROJECTOR] after flat damage armor 23.892013822306
[PROJECTOR] final dam 23.892013822306
[PROJECTOR] starting dam 20.957906861672
[PROJECTOR] after difficulty dam 20.957906861672
[PROJECTOR] res 0 1 on dam 23.892013822306
[PROJECTOR] after resists dam 23.892013822306
[PROJECTOR] after flat damage armor 23.892013822306
[PROJECTOR] final dam 23.892013822306
[LOG]
[LOG] Arcane Vortex from Arcana hits Drem master for #PURPLE#24 arcane#LAST# damage.
[LOG] Arcane Vortex from Arcana hits Drem for #PURPLE#24 arcane#LAST# damage.
[USERCHAT] channel achievement AliceSuccubus tome Level 20 (Roguelike) false false
Server latency 109
[USERCHAT] channel serial data juxiliary tome 498
[USERCHAT] channel achievement strm tome Size matters false true
[ONLINE PROFILE] sending error
[LOG] #YELLOW#Error report sent, thank you.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack v1.7.2

#293 Post by Hellcommander »

Here is the last error log that is is currently flagged as unreported for me that is related to a slime crawler triggering my aetherbeam
[LOG] Slimy crawler triggers a trap (Arcana's aether beam)!
[PROJECTOR] starting dam 91.80288182475
[PROJECTOR] after difficulty dam 91.80288182475
[PROJECTOR] res 0 1 on dam 91.80288182475
[PROJECTOR] after resists dam 91.80288182475
[PROJECTOR] after flat damage armor 91.80288182475
[PROJECTOR] final dam 91.80288182475
Lua Error: /hooks/arcanum/load.lua:118: attempt to call method 'isTalentActive' (a nil value)
At [C]:-1 isTalentActive
At /hooks/arcanum/load.lua:118
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data-Infinite500/damage_typesI500.lua:381 projector
At /engine/interface/ActorProject.lua:198 project
At ...ons/nulltweaks/superload//data/talents/spells/aether.lua:61 triggered
At /engine/Trap.lua:139 trigger
At /mod/class/Trap.lua:137 trigger
At /engine/Trap.lua:153 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:205 move
At /mod/class/Actor.lua:1032 move
At /engine/ai//simple.lua:139 runAI
At /engine/ai//talented.lua:64 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
---------------- Stack Dump ----------------
2: table // 3c55f58
1: table // 3c55f58
--------------- Stack Dump Finished ---------------

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack v1.7.2

#294 Post by Hellcommander »

hmm seems i might need to disable inf 500

HousePet
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Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.7.2

#295 Post by HousePet »

Damn, I forgot to put a check to ensure the damage src is actually an actor...
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.7.2

#296 Post by HousePet »

No more updates until I get feedback about Ward and Wardstones! :evil:
My feedback meter decays into coding. Give me feedback and I make mods.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Arcanum Class Pack v1.7.2

#297 Post by Orangeflame »

You want feedback? No news is good news :)

How is a wardstone that gives the ward talent, but no maximum wards, supposed to work?
With NullTweaks (which also changes the ward talent), it gives an error, but if there are any maximum wards, it works fine.

Not gamebreaking in the least, just a little confusing.
When in trouble / or in doubt / run in circles / scream and shout.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.7.2

#298 Post by HousePet »

No news can mean that nobody has touched it at all.

I need to shuffle the egos around a bit so that you only get Ward when it also gives max wards. There are a few other items what give max wards so extra Ward levels would decrease the cooldown.

But what I want to know is:
Is the revised Ward effect is worth using?
Are the Wardstone items of any interest?
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.7.2

#299 Post by nukularpower »

I like the idea, but haven't found any reason to actually carry one yet. They are heavy, and even a caster can't use them without a shortstaff. A melee typically has better things to carry in that slot, like a shield or 2nd weapon. If it didn't take turns to switch back and forth, I'd be more likely to give one a real shot, but wasting time switching for it makes them tough to love over things like warding trinkets.

I'm not sure how to improve them without giving everyone an extra equipment slot for a wardstone. Will think on it!

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

Re: Arcanum Class Pack v1.7.2

#300 Post by HousePet »

Okay, making them lighter.

Also thinking about making a Ceremonial Dagger item type.
My feedback meter decays into coding. Give me feedback and I make mods.

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