Chronomancy talent bug

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pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Chronomancy talent bug

#1 Post by pyroflare77 »

I've been getting several lua errors in my modded game over time, causing me to stop it awaiting for an update to be released. But several months later, and the problems are still there. From what I remember, dragon breath attacks didn't proc and sent out an error instead. I entered the Temporal Rift and the old Doombringer I was playing is trapped there, as the game enters an infinite lua error loop when the elementals there try to assult me with Turn Back the Clock. The lua error always didn't look helpful in pointing out a particular mod, but then again, one time I posted a bug and someone was easily able to narrow things down.

Anyway, here's a starting bug where I did a test with a Paradox Mage. Dust to Dust can't be used and produces a lua error instead. I figured it was DoctorNull's class and/or tweak packs since those haven't been updated to the latest version of ToME and they contain chronomancy stuff, but disabling those doesn't fix the issue.

So hopefully this lua error will give some insight. The currently doomed Doombringer save file is still there, if different lua errors need to be seen.

Code: Select all

[LOG]	Roarbton casts Dust to Dust.
[SPELL CRIT %]	2
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:138>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /engine/DamageType.lua:70: damage type nil used but undefined
stack traceback:
	[C]: in function 'assert'
	/engine/DamageType.lua:70: in function 'get'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data/talents/chronomancy/matter.lua:92: in function </data/talents/chronomancy/matter.lua:40>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
	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:2113 fct
	At /engine/Mouse.lua:56 

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

Re: Chronomancy talent bug

#2 Post by HousePet »

A list of your active addons would be helpful.

Interestingly, this error says that the Warp damage type doesn't exist. That is very odd.
Can you test this with no addons active?

And throw up an error from the Doombringer too please.
My feedback meter decays into coding. Give me feedback and I make mods.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Chronomancy talent bug

#3 Post by Micbran »

Do you have BA death messages/Bad ass death messages installed? If so, disable that.
A little bit of a starters guide written by yours truly here.

pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: Chronomancy talent bug

#4 Post by pyroflare77 »

List of addons to be put up as soon as I get these Doombringer logs out...

Code: Select all

[LOG]	Polovena the teluvorta casts Dust to Dust.
[SPELL CRIT %]	2.2
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /engine/DamageType.lua:70: damage type nil used but undefined
stack traceback:
	[C]: in function 'assert'
	/engine/DamageType.lua:70: in function 'get'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data/talents/chronomancy/matter.lua:92: in function </data/talents/chronomancy/matter.lua:40>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:271 useTalent
	At /mod/ai//tactical.lua:395 runAI
	At /mod/ai//tactical.lua:421 doAI
	At /mod/class/NPC.lua:72 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
And then the infinite loop log

Code: Select all

checkHit	33.5	21.627940636758
=> chance to hit	80
Lua Error: /data/damage_types.lua:2614: attempt to perform arithmetic on local 'dam' (a table value)
	At [C]:-1 __div
	At /data/damage_types.lua:2614 projector
	At /engine/interface/ActorProject.lua:397 projectDoAct
	At /engine/interface/ActorProject.lua:484 projectDoStop
	At /engine/Projectile.lua:228 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
I tried all addons disabled, and things worked fine.

I think the best course of action is just enable things one by one and find the troublemaker...

Buuuut just in case someone can help before my boredom leads to the hunting down of the problem mod, my addon list needs two screenshots to fit it all:
Image
Image

Adventurer Plus isn't disabled in the Doombringer game; I thought that might have been a problem one.[/quote]

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Chronomancy talent bug

#5 Post by Micbran »

Disable improved death messages.
A little bit of a starters guide written by yours truly here.

pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: Chronomancy talent bug

#6 Post by pyroflare77 »

Was just about to post my resolution of this. I did disable it earlier, and it didn't work on the Doombringer. Looks like even if I disable it it's still a bit glued on to him in a way, because I enabled them one by one and that was the result I got with the test paradox mage. So I manually deleted it and removed the reference to it in the character's lua description, and now I am free!

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

Re: Chronomancy talent bug

#7 Post by HousePet »

Yes, disabling and enabling addons only applies to new characters.
Maybe that needs to be explicitly stated on the addons menu so people can ignore it?
My feedback meter decays into coding. Give me feedback and I make mods.

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