Weapons Pack

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

Re: Weapons Pack

#61 Post by grayswandir »

Alright, the version up tentatively works with 1.2.2 now. No real changes, except bugfixes for the posts above and skirmishers now get my buckler offense tree.

For the other addon writers: Speaking of that tree, did you know if you give classes a talent tree that doesn't exist, the game will silently ignore the error and continue on its merry way? So feel free to drop a ['technique/buckler-offense'] = {true, 0.3} in any classes you deem appropriate.

I'll look into the suggested aurastone changes.
Peppersauce wrote: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.
I keep each of the weapon types as a separate option, so worst case they can just go into options and disable my rapiers. Reading your post though, our rapiers do sound very similar.
And yes, rex gave me a set of rapier graphics which I have no problem with you using - you'll have to ask him, although I can't imagine him saying no.
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. :)

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

Re: Weapons Pack

#62 Post by HousePet »

grayswandir wrote: For the other addon writers: Speaking of that tree, did you know if you give classes a talent tree that doesn't exist, the game will silently ignore the error and continue on its merry way?
Yep, I did know that one.
I found out when my faster adventurer level up addon tried to process a "cursed/unyielding" category it picked up from the Cursed class. :(
My feedback meter decays into coding. Give me feedback and I make mods.

siegfried2p
Low Yeek
Posts: 6
Joined: Sat Jan 19, 2013 6:49 pm

Re: Weapons Pack

#63 Post by siegfried2p »

hello I'm enjoying your addon
I found that sling supremacy talent's reload amount increasing feature doesn't work
and talent description is something wrong.
it says "increase physical power by 65 and increase weapon damage by 57% when using
SKIRMISHER_SLING_SUPREMACYs."

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

Re: Weapons Pack

#64 Post by Peppersauce »

grayswandir wrote:I keep each of the weapon types as a separate option, so worst case they can just go into options and disable my rapiers. Reading your post though, our rapiers do sound very similar.
And yes, rex gave me a set of rapier graphics which I have no problem with you using - you'll have to ask him, although I can't imagine him saying no.
Pretty cool solution, glad to hear that's covered in such a neat way.
Thanks about the graphics, I'll ask rex then. Keep up the good work! :wink:

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Weapons Pack

#65 Post by rexorcorum »

Heh, all my addon works are free as birds, so if somebody catches them, they're theirs to command :) (well, a mention here or there won't hurt either :mrgreen:)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

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

Re: Weapons Pack

#66 Post by Peppersauce »

rexorcorum wrote:Heh, all my addon works are free as birds, so if somebody catches them, they're theirs to command :) (well, a mention here or there won't hurt either :mrgreen:)
You've so earned said mention :D

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

Re: Weapons Pack

#67 Post by grayswandir »

siegfried2p wrote:hello I'm enjoying your addon
I found that sling supremacy talent's reload amount increasing feature doesn't work
and talent description is something wrong.
it says "increase physical power by 65 and increase weapon damage by 57% when using
SKIRMISHER_SLING_SUPREMACYs."
Should be fixed now.
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

#68 Post by Orangeflame »

A couple of bugs with v59:
Daggers refuse to generate when Throwing Daggers are disabled. In shops, they are replaced by unidentified random items. Ritual Daggers (from Arcanum) still generate.
Riposte costs class points.
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

#69 Post by grayswandir »

Should be fixed.
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. :)

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

Re: Weapons Pack

#70 Post by Scol »

Getting this Lua whenever I'm hit:

Code: Select all

	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: attempt to index a nil value
stack traceback:
	...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: 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:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 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:1184 

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

Re: Weapons Pack

#71 Post by grayswandir »

New version. Fixed some errors, added bucklers to the light armor store, and made gem stores carry lots of things (diggers/lites/charms/etc.).
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

#72 Post by Orangeflame »

I can wield a 2H with a shield now! My sun paladin will be unstoppable!
Just drag and drop a 2H onto your character in the inventory while wielding a 1H and shield. I'd think this works with other things, too.
When in trouble / or in doubt / run in circles / scream and shout.

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Weapons Pack

#73 Post by Planetus »

I've just tried this out and I've come across a bug where aurastones don't display any benefits in their item description. I'm still finding them with egos in titles and green color names, but the entire field that usually displays benefits is empty with the exception of "When Worn:", with nothing underneath it. Any idea if the egos are still working, and just not showing correctly, or if they're suppressed?

Looking into the mod file itself, it looks like there are just ego title sin the mod/data/addons/aurastoens.lua file, nothing in the mod/data/egos folder, and no link to egos in the mod/data/objects/aurastones.lua file. I guess aurastones just aren't finished yet?

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

Re: Weapons Pack

#74 Post by grayswandir »

Aurastones are unarmed type - the bonus will only show up if you can see glove stats.

I'll look into the 2H thing... :(

Edit: 2H should be fixed now.
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. :)

teraunce
Wayist
Posts: 17
Joined: Wed Jul 02, 2014 4:20 am

Re: Weapons Pack

#75 Post by teraunce »

Edit: This post was made when I was using V65 . Still there might be something here.

I'm using the latest version of your weapons pack and I keep getting errors related to it whenever a humanoid enemy attacks with daggers and the like. I get quite a few copies of the below errors.

[LOG] Something misses #fbd578#teraunce6#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: attempt to index a nil value
stack traceback:
...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: 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:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 base_bumpInto
At ...s/beholder-cont/superload/mod/class/interface/Combat.lua:7 bumpInto
At /mod/class/Actor.lua:3355 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:193 move
At /mod/class/Actor.lua:1302 move
At /engine/ai//simple.lua:139 runAI
At /engine/ai//simple.lua:195 runAI
At /engine/ai//talented.lua:64 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:1184
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: attempt to index a nil value
stack traceback:
...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: 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:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 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:1184
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: attempt to index a nil value
stack traceback:
...wandir-weaponry/superload/mod/class/interface/Combat.lua:211: 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:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 base_bumpInto
At ...s/beholder-cont/superload/mod/class/interface/Combat.lua:7 bumpInto
At /mod/class/Actor.lua:3355 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:193 move
At /mod/class/Actor.lua:1302 move
At /engine/ai//simple.lua:139 runAI
At /engine/ai//simple.lua:195 runAI
At /engine/ai//talented.lua:64 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:1184
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Attachments
debug.log
The debug log as a backup.
(12.33 KiB) Downloaded 227 times
te4_log.zip
The primary log for more fun.
(167.83 KiB) Downloaded 259 times
Last edited by teraunce on Fri Jul 04, 2014 5:13 am, edited 1 time in total.

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