Weapons Pack

A place to post your add ons and ideas for them

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wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Weapons Pack

#46 Post by wildwolfofdark »

StarKeep wrote:Strange thing I noticed recently: If you rest without a full quiver, the game will rest even if enemies are in view, until you take damage.
Yes, I had that happen on my first ever Storm Warden (Donated a few days ago. Huzzah!).
I didn't really think of it as too much of a problem but maybe the checks are ordered wrong?

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

Re: Weapons Pack

#47 Post by grayswandir »

Oh, wow, didn't realize that part of the code took care of noticing enemies as well. Anyway, the fix is up.
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. :)

nox1999
Low Yeek
Posts: 6
Joined: Sun Mar 23, 2014 2:30 pm

Re: Weapons Pack

#48 Post by nox1999 »

[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:152: /hooks/reload/load.lua:3: attempt to index local 'ammo' (a nil value)
stack traceback:
/hooks/reload/load.lua:3: in function </hooks/reload/load.lua:1>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
...andir-weaponry/superload/mod/class/interface/Archery.lua:258: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
...andir-weaponry/superload/mod/class/interface/Archery.lua:269: in function 'archeryAcquireTargetsWith'
...andir-weaponry/superload/mod/class/interface/Archery.lua:191: in function 'archeryAcquireTargets'
/data/talents/techniques/archery.lua:48: in function </data/talents/techniques/archery.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/GameTargeting.lua:118 fct
At /engine/interface/GameTargeting.lua:124 targetMode
At /engine/interface/GameTargeting.lua:253 targetMouse
At /mod/class/Game.lua:1949 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /mod/addons/fated/superload/mod/class/uiset/Minimalist.lua:99 on_mouse
At /engine/UserChat.lua:583 mouseEvent
At /mod/class/uiset/Minimalist.lua:1794 fct
At /engine/Mouse.lua:52

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

Re: Weapons Pack

#49 Post by grayswandir »

nox1999 wrote:Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:152: /hooks/reload/load.lua:3: attempt to index local 'ammo' (a nil value)
Anybody have any idea where /hooks/reload/load.lua is coming from? It's not one of mine, and I'm having a hard time placing it.

Edit: Alright, it's because you're using the tome-reload addon, which (apparently) isn't compatible. I'll look into adding a 'no reloading' option so you don't have to use it.
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

#50 Post by grayswandir »

New Version:
- Bucklers: These increase your defense and phys crit. They all have the 'Guard' talent, which lets you temporarily use your accuracy as your melee defense (if it's higher), and gives you doubled attack speed against those who miss you in melee. Not really sure how they're balanced at the moment - probably too weak.
- Infinite Ammo added as an option. This option will be changed to the 'alternate' style by default - if you had it on something else you'll have to change it back.
- A few more egos.
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

#51 Post by StarKeep »

Do NOT try to telekinetically wield an aurastone, your game implodes.
Yes, I know it makes no sense to do it... but I couldn't resist!

Code: Select all

Lua Error: /data/talents/psionic/psionic.lua:158: attempt to index field 'combat' (a nil value)
	At [C]:-1 __index
	At /data/talents/psionic/psionic.lua:158 getGemLevel
	At /data/talents/psionic/focus.lua:33 cd
	At /mod/class/Actor.lua:4524 basegetTalentCooldown
	At /mod/addons/taint/superload/mod/class/Actor.lua:354 getTalentCooldown
	At /engine/HotkeysIconsDisplay.lua:161 display
	At /engine/HotkeysIconsDisplay.lua:245 toScreen
	At /mod/class/uiset/Minimalist.lua:1912 displayHotkeys
	At /mod/class/uiset/Minimalist.lua:2153 display
	At /mod/class/Game.lua:1434 
Spammed about 50 times in the log before I force quit.
<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

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

Re: Weapons Pack

#52 Post by StarKeep »

Doesn't play nice with Druid. Only appears if I have a point in their own Staff Mastery talent, and try to mouse over my staff.

Code: Select all

Lua Error: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:485: attempt to call field 'getDamage' (a nil value)
	At [C]:-1 getDamage
	At ...wandir-weaponry/superload/mod/class/interface/Combat.lua:485 combatGetTraining
	At /mod/class/Object.lua:525 desc_combat
	At /mod/class/Object.lua:1171 getTextualDesc
	At /mod/class/Object.lua:1406 getDesc
	At /mod/dialogs/ShowEquipInven.lua:74 on_select
	At /mod/dialogs/ShowEquipInven.lua:261 select
	At /mod/dialogs/ShowEquipInven.lua:93 on_select
	At /engine/ui/EquipDoll.lua:130 on_focus_change
	At /engine/ui/Focusable.lua:34 setFocus
	At /engine/ui/UIGroup.lua:39 setInnerFocus
	At /engine/ui/EquipDoll.lua:98 mouseEvent
	At /engine/ui/EquipDoll.lua:60 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

#53 Post by grayswandir »

New version up. Not terribly well tested at the moment, though.

- Buckler offense tree which various classes can now learn. (Let me know what you think of it! Especially balance-wise).
- Option to turn bucklers on/off.
- Option to turn all the additional egos off.
- Added an option to move riposte to combat training.
- Greatspear / Greatclub graphics.
- Eternal Guard works with bucklers.
- Should have fixed the issue with Druid.
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. :)

LapsedPacifist
Posts: 2
Joined: Wed Mar 05, 2014 2:31 am

Re: Weapons Pack

#54 Post by LapsedPacifist »

New version doesn't play nice with Haunted. It freezes on 100% loaded when I try to start a new game.

nox1999
Low Yeek
Posts: 6
Joined: Sun Mar 23, 2014 2:30 pm

Re: Weapons Pack

#55 Post by nox1999 »

Lua Error: /data-grayswandir-weaponry/talents/shield.lua:9: attempt to call field 'changeTalentType' (a nil value)
At [C]:-1 changeTalentType
At /data-grayswandir-weaponry/talents/shield.lua:9 do_generic_option
At /data-grayswandir-weaponry/talents/shield.lua:102 f
At /engine/interface/ActorTalents.lua:41 loadDefinition
At /engine/interface/ActorTalents.lua:38 load
At /data-grayswandir-weaponry/talents.lua:4 f
At /engine/interface/ActorTalents.lua:41 loadDefinition
At hooks/grayswandir-weaponry/data.lua:3 load_data
At hooks/grayswandir-weaponry/data.lua:6
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:311
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:796 instanciate
At /engine/utils.lua:1902 showMainMenu
At /engine/init.lua:153
At [C]:-1 dofile
At /loader/init.lua:196

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

Re: Weapons Pack

#56 Post by grayswandir »

Oh, I missed your post somehow LapsedPacifist. I'll look into it.

nox1999: That looks like a conflict between addons. I'm pretty sure I know how to fix it, but I won't know if it'll work unless you give tell me exactly which addons you're using.
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. :)

Elcs
Posts: 4
Joined: Thu May 22, 2014 5:44 am

Re: Weapons Pack

#57 Post by Elcs »

Lua error ...wandir-weaponry/superload/mod/class/interface/combat.lua:571: attempt to index local 'buckler' (a nil value)
At [C]:-1 _index
At ... wandir-weaponry/superload/mod/class/interface/combat.lua:571 getBuckler
At /data/grayswandir-weaponry/talents/buckler-offense.lua16 on_pre_use
At /mod/class/actor.lua:4503 preUsetalent
At /mod/ai/tactical.lua:88 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:117

1.2.0 Test 11
Addons:
  • Marson's UI Modifications
    Ignore Race/Class locks
    Arcane Gladiator
    Doctornull's Class Pack
    Doctornull's Tweak pack
    Ghost Race
    Marson's Autoexplore & Rest tweaks
    Mage Knight
    Witch Doctor Class

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: Weapons Pack

#58 Post by Scol »

Hi, I'm getting infinite loop of this Lua Error spam after hitting ice drake hatchling in ruined dungeon:

Code: Select all

--------------- Stack Dump Finished ---------------
Lua Error: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:571: attempt to index local 'buckler' (a nil value)
	At [C]:-1 __index
	At ...wandir-weaponry/superload/mod/class/interface/Combat.lua:571 getBuckler
	At /data-grayswandir-weaponry/talents/buckler-offense.lua:16 on_pre_use
	At /mod/addons/verdant/superload/mod/class/Actor.lua:435 preUseTalent
	At /mod/ai//tactical.lua:88 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 
My addon list:

Code: Select all

Doctornull's Tweak Pack 1.1.6
Everything is Unique! 1.1.3
Weapons Pack 1.1.5
Doctornull's Class Pack 1.1.6
Ghost Race 1.1.5
Ignore Race/Class Locks 1.0.6
Constitution Buffs 1.1.5
Arcanum Class Pack 1.1.5
Doctornull's Ego Pack 1.1.6
Items Vault 1.1.2
New Gem Types 1.1.6
Verdant Class Pack 1.1.5
Also, aurastones are OP when combined with items that grant "damage when the wearer hit [melee]" (not sure which addon adds most of them). If they work as I think (adds extra attack whenever you hit), they can be used to proc them 6-9 times, depending on attack used.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: Weapons Pack

#59 Post by Peppersauce »

Hi grayswandir, I made a weapons addon a while back, partly inspired by one of your former weapon addons (it had tridents, whips and javelins iirc) and it's unmanned at the moment. (it's here: http://forums.te4.org/viewtopic.php?f=50&t=38139)
Now, I'm saying this all because I intend to start working soon on a more extensive addon that includes most of my former ones and then some more (so weapons, bunnymorph race and... *secret*) and I was wondering if my addon and yours could conflict in some ways, like generating tons of whips or causing errors.
Another thing: I want my addon to be compatible with yours but at the same time that *secret* part needs my own version of the rapier to be in-game (yours should work too tbh but 2 different types of rapiers would be an ugly mess :lol: ). How would you proceed?
Anyway, do you happen to have any custom tiles/graphics for rapiers in this addon? I'd check that out myself but I can't due to... let's say technical problems.

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

Re: Weapons Pack

#60 Post by HousePet »

How about making Aurastones change the damage type of Gestures?
My feedback meter decays into coding. Give me feedback and I make mods.

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