Verdant Class Pack: v2.3

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StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Verdant Class Pack v1.0.3

#31 Post by StarKeep »

Error upon trying to put a point into Prism Light.

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:327: attempt to index local 't' (a nil value)
	At [C]:-1 __index
	At /engine/interface/ActorTalents.lua:327 learnTalent
	At /mod/class/Actor.lua:3425 learnTalent
	At /mod/class/Actor.lua:3517 checkPool
	At /mod/class/Actor.lua:3577 learnPool
	At /mod/class/Actor.lua:3449 learnTalent
	At /mod/dialogs/LevelupDialog.lua:321 learnTalent
	At /mod/dialogs/LevelupDialog.lua:896 onUseTalent
	At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:292 on_use
	At /mod/dialogs/elements/TalentTrees.lua:163 onUse
	At /mod/dialogs/elements/TalentTrees.lua:119 fct
	At /engine/Mouse.lua:52 receiveMouse
	At /engine/Mouse.lua:90 delegate
	At /engine/ui/Dialog.lua:533 mouseEvent
	At /engine/ui/Dialog.lua:312 fct
	At /engine/Mouse.lua:52 
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: Verdant Class Pack v1.0.3

#32 Post by HousePet »

ARGH
My feedback meter decays into coding. Give me feedback and I make mods.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Verdant Class Pack v1.0.3

#33 Post by Doctornull »

HousePet wrote:ARGH
If you don't like bug reports, why bother adding bugs?

/me goes to add more Nullbugs
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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

Re: Verdant Class Pack v1.0.4

#34 Post by HousePet »

Patched.

As an added bonus, Fire-Drake and Storm-Drake talents now appear in the right order.
My feedback meter decays into coding. Give me feedback and I make mods.

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Verdant Class Pack v1.0.4

#35 Post by noppa354 »

I have a point in Claw Dance, and it makes my attacks cost 1010 energy, when without it it's 1000 (according to Chronometer).
Isn't it supposed to make attacks faster, rather than slower?

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

Re: Verdant Class Pack v1.0.4

#36 Post by HousePet »

I am honestly confused by the current setup with speed modifiers. So I might have got it backwards. Or maybe the chronometer is currently backwards?
The character sheet gives conflicting messages about whether higher is better or worse. I'm hoping this will be corrected in the next updated.
My feedback meter decays into coding. Give me feedback and I make mods.

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Verdant Class Pack v1.0.4

#37 Post by noppa354 »

After a bit of testing, it looks like Chronometer is correct and the character sheet is still a horrible mess.

Code: Select all

	on_learn = function(self, t) self.combat_physspeed = (self.combat_physspeed or 0) - 0.01 end,
	on_unlearn = function(self, t) self.combat_physspeed = (self.combat_physspeed or 0) + 0.01 end,
is how it currently is, and makes it slower.

Code: Select all

	on_learn = function(self, t) self.combat_physspeed = (self.combat_physspeed or 0) + 0.01 end,
	on_unlearn = function(self, t) self.combat_physspeed = (self.combat_physspeed or 0) - 0.01 end,
but switching the signs makes it faster.
I tested this by setting it to double my attack speed, and then fighting things.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Verdant Class Pack v1.0.4

#38 Post by StarKeep »

Using Claw Dance randomly takes two turns.

*insert joke here to extend post*

Edit: After testing it a bit more, it seems it takes one turn if it hits no enemies, and takes an extra turn for every enemy it hits...
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: Verdant Class Pack v1.0.4

#39 Post by HousePet »

Bleh.
My feedback meter decays into coding. Give me feedback and I make mods.

Ezeric
Low Yeek
Posts: 9
Joined: Tue Apr 22, 2014 12:14 am

Re: Verdant Class Pack v1.0.4

#40 Post by Ezeric »

Hi there,

So I have been enjoying the werebeast class and noticed that the Lacerating strikes skill under Cunning/Scoundrel doesn't seem to be working. I'm not sure if that is an addon problem or if the skill requirements are not being met...? I did notice that I'm putting the enemies "off-guard" with nearly every hit, but that could also have nothing to do with anything, I really don't know. :mrgreen:

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

Re: Verdant Class Pack v1.0.4

#41 Post by HousePet »

All I can think of here is that an addon changed the effect indexes and it is inflicting off guard instead of bleeding.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack v1.0.4

#42 Post by pheonix89 »

Cloud Seer's mind speed bonus has the same issue as Claw Dance's attack speed bonus. Also, given that Cloud Seer is a sustain with no downsides and no cost, wouldn't it make more sense as a passive?

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

Re: Verdant Class Pack v1.0.4

#43 Post by HousePet »

Will be addressing speed once 1.2 is out.
It might be possible to make it passive. Will look into it.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack v1.0.4

#44 Post by pheonix89 »

HousePet wrote:Will be addressing speed once 1.2 is out.
It might be possible to make it passive. Will look into it.
Oh, speaking of that, I took a look at the code, and the thing where Claw Dance (apparently) costs a turn per target shouldn't happen - your code is ALMOST identical to the death dance 2-hander move. You might want to check and see if the one difference is the key - can't remember what it is right now.

And I had something really odd happen when I was playing a wyrmic with your mod - equipping gauntlets gave me a nasty (1/6) attack speed penalty. I don't think it was your mod that did it, but I can't find any others I have on that might be responsible either. I'm running all your class mods, nullpack, nulltweaks, nullgems and aura of the dawn's draconian mod, and none of them have anything that should be causing that.

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

Re: Verdant Class Pack v1.0.4

#45 Post by HousePet »

I know what is wrong with Claw Dance, just haven't got around to fixing it.

The gauntlets aren't my fault.
My feedback meter decays into coding. Give me feedback and I make mods.

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