Class Idea: Witch Doctor

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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

Re: Class Idea: Witch Doctor

#16 Post by grayswandir »

On a bump attack (I think)
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: /hooks/witchdoctor/load.lua:39: attempt to index global 'target' (a nil value)
stack traceback:
/hooks/witchdoctor/load.lua:39: in function </hooks/witchdoctor/load.lua:38>
[string "return function(l, self, data) local ok=false..."]:1: in function <[string "return function(l, self, data) local ok=false..."]:1>
/mod/class/interface/Combat.lua:927: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data/talents/misc/npcs.lua:239: in function </data/talents/misc/npcs.lua:234>
[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 /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 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
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. :)

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Class Idea: Witch Doctor

#17 Post by Forger101 »

Fixed multiple things; First being the nil target value and secondly made sure that paralyzing venom autocast checks to see if the target can be poisoned(As I was testing things I noticed skeletons getting poisoned :lol: )
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Class Idea: Witch Doctor

#18 Post by Forger101 »

New Version is out;Purge talent has been replaced with Twisted talent, which is a sustain that reduces the equilibrium penalty from using vim but using vim talents with it on puts random wild-gift talents on cooldown. When deactivated it deals manaburn damage in a radius that effects the player too.
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

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

Re: Class Idea: Witch Doctor

#19 Post by grayswandir »

This mod currently kills Nulltweaks's weapon changes. If you comment out hooks/load.lua line 22 it'll fix it. Generally you want to 'require' as few files as you can get away with in the hooks section, because they cause random bugs like this.
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. :)

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Class Idea: Witch Doctor

#20 Post by Forger101 »

Thanks for the heads up on that, I'll be sure to release a fix for it soon. As long as I'm at it are there any other things that can commonly cause incompatibilities?
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Class Idea: Witch Doctor

#21 Post by NemesisZeru »

Testing out the class for my friend Forger. It's fun so far(I've always been a fan of classes that use poisons and the like!), but I've noticed Vim generation early on is...iffy

Life Link is their only vim restoring skill, and with the next skill in the tree being a massive drain on Vim, seems like it'd be tight.

I'd suggest a possible passive that'd cause the Witch Doctor to regain vim depending on how many diseases/diseased targets are in whatever range. It'd encourage using poisons, as well as give some needed vim regeneration.


Also, why is this topic still in Ideas when it's an addon? Get off your lazy butts, Mods. :P


List of issues for 1.2(I really like this class, and don't want any feedback to be lost when you get the chance to come back to it):

Mana-Toxin doesn't list a duration on the tooltip. Actual duration is 3 turns(At 1/5, at least).


List of issues for 2.0
None yet!

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Class Idea: Witch Doctor

#22 Post by Forger101 »

I had issues uploading this addon to te4.org so I'm just going to link a zip folder here for now.
Attachments
tome-witchdoctor.zip
(76.82 KiB) Downloaded 167 times
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

darkgod
Master of Eyal
Posts: 10750
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Re: Class Idea: Witch Doctor

#23 Post by darkgod »

Which issues ??
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Class Idea: Witch Doctor

#24 Post by NemesisZeru »

So far, so good. Made it through all the T1s without any trouble this time. Not sure if there were more indepth changes(Besides Life Link being replaced), but it definitely feels quite a bit easier now. Helps I got some nice gear. Was a good run, but the Horned Horror was impossible to beat. 2 hours and all my lives later, I couldn't even get his health into the red. Blech


Question: Is it intentional most of the new WD skills don't scale with spellpower/willpower? I think Paralyzing Venom is the only one that scales(with Willpower). Was kinda surprising to see Corrosive Splash had no scaling(nor does fling/the root one I forget the name of). :P


Problem 1: Due to an...invalid 'addon hash' thing, using the latest WD update causes the character to not appear in the vault. Game gets automatically forced to offline mode.

Problem 2: Also having a weird bug where loading into a game takes a turn. For example, I go to main menu with no enemies in sight, and full hp. I load my save, and suddenly a purple explosion thing is hitting me for 60 damage as soon as it starts up. There's a sound like attacking whenever the game saves/loads, and I've even taken damage on the world map from this.

The animation is similar to the Twisted explosion....oh! I know what it is! When starting the game up, it starts with my sustains off, then switches them on as it loads(?), thus causing me to get hit by the manaburn explosion! Disabled Twisted and the manaburn explosion on loading game no longer happened, so something like that is it. This doesn't seem intentional, so it seems like something that should be fixed, if possible.
Last edited by NemesisZeru on Wed Jun 25, 2014 9:07 pm, edited 1 time in total.

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Class Idea: Witch Doctor

#25 Post by Forger101 »

darkgod wrote:Which issues ??
After the addon's MD5 was generated and it started to upload it to the site, I immediately lose connection and get the error of "uhoh!". Not joking about the error. I already looked at the log but all I could find out was that it was at least generating the MD5
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

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