Arcanum Class Pack v2.3

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

Re: Arcanum Class Pack v1.7.5

#331 Post by HousePet »

Drat, auto replace error.
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pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: Arcanum Class Pack v1.7.5

#332 Post by pyroflare77 »

Out of nowhere today I have a huge bug on my corruptor character. It was working fine prior to this experience, and even a bit before the trouble happened today. I just deal damage and a huge explosion of lua errors happens. As the messages flood in, the game goes into auto mode and I get killed because of my weak normal attack.

Code: Select all

stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /data-arcanum/damage_types.lua:154: attempt to index local 'dam' (a number value)
stack traceback:
   /data-arcanum/damage_types.lua:154: in function 'projector'
   /mod/class/interface/Combat.lua:694: in function 'attackTargetWith'
   /data/talents/corruptions/scourge.lua:173: in function </data/talents/corruptions/scourge.lua:160>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:174 useTalent
   At /mod/ai//tactical.lua:382 runAI
   At /mod/ai//tactical.lua:408 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 
I suspected other addons as the culprit, as they were the only changes, but the new addons wouldn't be a part of this character, updated addons aren't being mentioned in the lua errors, and disabling the only potential trouble ones results in no change. I tested this with a few other characters, and thus far the corruptor is the only one plagued by this problem.

I suspect the faerie race had something to do with it despite the error not naming it because it updated today, is part of the mods attached to that character, and some guy reported the exact same problem. Yet the lua errors are different and I have none that point out the faerie race as the culprit, so I don't know what's going on here.

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

Re: Arcanum Class Pack v1.7.5

#333 Post by HousePet »

I've checked the damage types file and the offending line in is HP_CRYSTALSNARE damage, so this was likely caused by you updating an addon that added/removed custom damage types while you had a live character.
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 v1.7.5

#334 Post by Orangeflame »

Any chance of Technique/Staff Combat being trainable on Str or Dex (like combat veteran)? Now that there are ritual blades, Str is much less important than Dex for a mage-warrior.
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 v1.7.5

#335 Post by HousePet »

But if you are using a Ritual Blade, why do you want to train Technique/Staff Combat???
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v1.7.5

#336 Post by StarKeep »

One Handed Staff + Ritual Blade off-hand is quite lovely HousePet, you should try it if you haven't yet.
<mex> have you heard the good word about archmage?
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HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.7.5

#337 Post by HousePet »

Why not two ritual blades?
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HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.8.0

#338 Post by HousePet »

Update with Ritual Blade and Wardstone visuals from the enchanting Rexorcorum.
So I've redone the Wardstone egos and written proper Ritual Blade egos as well.
Randarts of those are possible, but no fixed arts yet.
Please send/post suggestions.
My feedback meter decays into coding. Give me feedback and I make mods.

cryol
Yeek
Posts: 10
Joined: Thu Nov 21, 2013 10:02 pm

Re: Arcanum Class Pack v1.8.0

#339 Post by cryol »

[LOG] #{bold}##UID:11629:0#Isovena the midge swarm performs a melee critical strike against #fbd578#Durid#LAST#!#{normal}#
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1458: attempt to perform arithmetic on local 'mod' (a table value)
stack traceback:
/mod/class/interface/Combat.lua:1458: in function 'combatSpellpower'
/data-arcanum/ritual_blade_egos.lua:425: in function 'fct'
/mod/class/interface/Combat.lua:752: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:179: in function 'attackTarget'
/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /mod/ai//tactical.lua:382 runAI
At /mod/ai//tactical.lua:408 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

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

Re: Arcanum Class Pack v1.8.1

#340 Post by HousePet »

Patched with less recursive tabling.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v1.8.2

#341 Post by HousePet »

Update: Buffed Wardstones again.
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Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Arcanum Class Pack v1.8.2

#342 Post by Marson »

Nevermind... didn't see the Animate Shield talent show up on my bar.

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

Re: Arcanum Class Pack v1.8.2

#343 Post by HousePet »

Yeah, hotbar silliness can be an issue with that sort of thing.
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: Arcanum Class Pack v1.8.2

#344 Post by pheonix89 »

Just as a heads-up, Housepet, you're probably gonna need to complete redo your Alchemist revision for 1.20. DarkGod completely redid the base class.

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

Re: Arcanum Class Pack v1.8.2

#345 Post by HousePet »

I've already got a version of this addon ready with all the Alchemist stuff commented out. :(
My feedback meter decays into coding. Give me feedback and I make mods.

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