Weapons Pack

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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#16 Post by grayswandir »

New update. This will at least somewhat break any games currently going, so I don't recommend updating in the middle of one.

I've done away with the Thrust talent on spears. Now equipping a spear just extends the range of the Attack talent. More importantly, bump attacks with a spear will now extend the spear out to try to hit more than one enemy. Also there's a neat little animation on spear attacks now.

Swordbreakers now give a bonus to Dual Weapon Defense.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#17 Post by grayswandir »

New update. This will break existing games again (but should be the last one for a while that does).

All melee hits will now properly do spear attacks. Stunning Blow, Flurry, etc.

Edit: Doesn't seem to be working with Beholders at the moment.
Edit: Should all be working fine now. :D
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Weapons Pack

#18 Post by StarKeep »

Enemy tried using Skullcracker.

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: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:155: attempt to index local 'weapon' (a nil value)
stack traceback:
	...wandir-weaponry/superload/mod/class/interface/Combat.lua:155: in function 'attackTargetWith'
	/data/talents/techniques/thuggery.lua:55: in function </data/talents/techniques/thuggery.lua:47>
	[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 
[/size]

Nothing to see here, move along.
Last edited by StarKeep on Wed Apr 09, 2014 5:28 pm, edited 1 time in total.
<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

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#19 Post by grayswandir »

This should already be fixed in the latest version.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#20 Post by grayswandir »

Version 0.7.0:
- Made whips a bit weaker. (Still probably too strong).
- Rapiers are now 40% Str/Dex/Cun.
- Clubs are now more biased towards mindstar egos than weapon egos.
- More egos in general.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Weapons Pack

#21 Post by Doctornull »

Would it be difficult to make Daggers be Dex + max(Str, Cun) always, instead of needing the Lethality talent?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#22 Post by grayswandir »

New update:
- As an option, you can now use the higher of strength or cunning for daggers, as if you had Lethality. (Lethality still forces cunning).
- Weapons now show what dammod they're using, based on your stats and whether you have Lethality or not.
- Equipment can now have alternate requirements. Rapiers now require dexterity and strength, or dexterity and cunning to equip.
- Talents which cause a ranged melee attack should no longer fail when you have a spear equipped and try to attack outside the spear's range.
- New artifact greatspear (t2).
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Weapons Pack

#23 Post by Orangeflame »

Will the weapons get graphics soon, or is something just wrong with my game?
They're ASCII for me at the moment.

Edit:
Also, are stunning blow and other melee talents (other than attack) supposed to have increased range when wielding a spear?
When in trouble / or in doubt / run in circles / scream and shout.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#24 Post by grayswandir »

I'm no good with graphics. I might look around to see if I can find some free ones, sometime.

Almost all the melee talents have a hard-coded range of 1 that'd be very hard for me to work around, so I don't think you'll be getting increased range anytime soon.



New Version:
- Throwing knives can be used in melee or as a short ranged attack with the shoot talent.
- Mindslayers can now equip ranged weapons in their psionic focus slot. This hasn't been tested very much, and may be buggy.

This now includes my Archery Tweaks addon (which can be toggled in the options), so you shouldn't use both addons at the same time.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Weapons Pack

#25 Post by Orangeflame »

Could these weapons be slightly rarer than 'normal' weapons?
It's kind of disappointing to go to a dagger store and find only a couple of normal daggers, as they have to compete with swordbreakers, whips, and ritual blades (Arcanum).
When in trouble / or in doubt / run in circles / scream and shout.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#26 Post by grayswandir »

They all do have a few more rarity points than normal weapons, but apparently not enough. I'll look into adding a rarity slider in the options or something.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Weapons Pack

#27 Post by Orangeflame »

An couple oddities about spears:
1) I have no idea what weapon mastery they use: agile/greatweapon (Nulltweaks). This is after finding a T1 artifact (Frozen Light) that used Agile, some others that used Greatweapon, and some that simply said 'Weapons Mastery'
2) When duel-wielding a spear with another weapon, like a dagger, the offhand weapon also gets to hit what the spear hits when attacking at a distance.
3) They are really fun to use. (this isn't really an oddity, but I thought that I should mention it)

Edit to avoid double post:
4) They kite too well. Explanation:
I was kiting some armored skeleton warriors, laughing because of how easy it was to kill them - just hit and step back, over and over.
Then it struck me - why weren't they getting any closer? With archers/mages/etc, enemies get a bit closer every time you attack, but they'd stay roughly the same distance away when I was using my spear.
Further testing shows that I get a free move after hitting an enemy with the spear; when using a targeted basic attack, but not a bump attack. As in, an arrow stays hovering in mid-air while I take a step.
Disclaimer: I may be wrong about some (or all) of this, and I only tested with my artifact spear.
When in trouble / or in doubt / run in circles / scream and shout.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#28 Post by grayswandir »

1) They should all be exotic weapons mastery, or great weapons mastery with nulltweaks (except for the artifact). I believe the game automatically lists them as having whatever of the available masteries you have the highest of, so that could account for them switching between Weapons Mastery and Greatweapons Mastery.

2) Thanks for catching that. I'll fix it in the next version.

3) I thought so too :D

4) It is entirely possible I messed up some of the speed code somewhere. I'll take a look at it, thanks.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Weapons Pack

#29 Post by StarKeep »

Error upon mousing over Quake. (The second Sand Drake talent that Wyrmics have.)

Code: Select all

Lua Error: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:338: attempt to index local 'weapon' (a nil value)
	At [C]:-1 __index
	At ...wandir-weaponry/superload/mod/class/interface/Combat.lua:338 combatDamage
	At /data/talents/gifts/sand-drake.lua:91 getDamage
	At ...ons/verdant/superload//data/talents/gifts/sand-drake.lua:31 info
	At /mod/class/Actor.lua:4510 getTalentFullDescription
	At /mod/dialogs/LevelupDialog.lua:902 getTalentDesc
	At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:285 tooltip
	At /mod/dialogs/elements/TalentTrees.lua:109 fct
	At /engine/Mouse.lua:72 receiveMouseMotion
	At /engine/Mouse.lua:91 delegate
	At /engine/ui/Dialog.lua:533 mouseEvent
	At /engine/ui/Dialog.lua:312 fct
	At /engine/Mouse.lua:72 
<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

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#30 Post by grayswandir »

New version:
- New weapon type: Aurastones, which are arcane only and may be equipped to modify your unarmed attack.
- New talent: Magic Weapons Mastery, which is a weaker mastery (like nulltweaks Weapon Mastery) which works for staves, aurastones, and sceptres (from Midnight). You can learn this from the staff carver in Angolwen.
- New option: You can now make all weapons added by this mod more rare.
- Stores are now modified to stock more items if I've given them more item types.
- Bugfixes: offhand melee hit on spear attack, and quake.

Let me know what you think!
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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