Arcanum Class Pack v2.3

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

Re: Arcanum Class Pack v2.2.3

#541 Post by HousePet »

1. Spell / Inanimation / Flying Weapon:
I don't think I can stop that happening. I'll add a note though.

2. Wardstone 'Sparkstone':
Can't fix immediately without the error message. Will check.

3. Spell / Advanced Martial Enchantments / Enchanted Pommel Gem:
As above.

4. Spell / Inanimation / Flying Weapon:
On hit effects tend not to display if the initial damage kills the target. This talent is really just a melee attack from a distance, so it shouldn't not do them.

1. Spell / Disenchantment / Disenchant Item:
Odd, not sure why it does that.

2. Spell / Advanced Martial Enchantments / Enchanted Pommel Gem:
2.1: hrm. I'll have to block that effect on ammo.
2.2: Fixing.

3. Block:
Will fix.

4. Spell / Martial Enchantments / Enchant Weapon:
Shields and Gauntlets can be used offensively, so its not an error.
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#542 Post by Q't'ulu »

HousePet wrote: 2. Wardstone 'Sparkstone':
Can't fix immediately without the error message. Will check.
Here (3 different ways of activation gave (almost) same traceback):

Code: Select all

error = "Lua Error: /mod/class/Player.lua:1312: /mod/class/Object.lua:154: table index is nil\
  At [C]:-1 \
  At [C]:-1 error\
  At /mod/class/Player.lua:1312 playerUseItem\
  At /mod/class/Player.lua:1206 \
  At /engine/interface/PlayerHotkeys.lua:161 activateHotkey\
  At /engine/HotkeysIconsDisplay.lua:357 onMouse\
  At /mod/class/uiset/Minimalist.lua:1944 fct\
  At /engine/Mouse.lua:56 "
seen = true
reported = false
HousePet wrote: 3. Spell / Advanced Martial Enchantments / Enchanted Pommel Gem:
As above.
Same traceback both for sling and bow:

Code: Select all

error = "Lua Error: ...arcanum/talents/spells/advanced-martial-enchantments.lua:72: attempt to index field 'dammod' (a nil value)\
  At [C]:-1 __index\
  At ...arcanum/talents/spells/advanced-martial-enchantments.lua:72 action\
  At /mod/dialogs/ShowInventory.lua:95 use\
  At /mod/dialogs/ShowInventory.lua:40 fct\
  At /engine/ui/Inventory.lua:121 fct\
  At /engine/ui/ListColumns.lua:462 onUse\
  At /engine/ui/ListColumns.lua:134 fct\
  At /engine/Mouse.lua:56 receiveMouse\
  At /engine/Mouse.lua:94 delegate\
  At /engine/ui/Inventory.lua:189 mouseEvent\
  At /engine/ui/Inventory.lua:135 fct\
  At /engine/Mouse.lua:56 receiveMouse\
  At /engine/Mouse.lua:94 delegate\
  At /engine/ui/Dialog.lua:602 mouseEvent\
  At /engine/ui/Dialog.lua:343 fct\
  At /engine/Mouse.lua:56 "
seen = true
reported = true
HousePet wrote: 2. Spell / Advanced Martial Enchantments / Enchanted Pommel Gem:
2.1: hrm. I'll have to block that effect on ammo.
For launchers it crashes script (traceback same as above), but works as well for melee weapons.
For gloves (and gauntlets, perhaps) it works, but no changes are noted (both in description and character sheet) -- at least for agate and citrine.
As for shields, because without S/ME/Enchant_Armor (S/ME/EA) 2+ its can not be weared and without S/ME/Enchant_Weapon (S/ME/EW) its can not be "pommeled", this option looks like not to be very usefull (because it is required to take Armor Training 2+ (not tested, if it will work as intended after it)).
HousePet wrote: 4. Spell / Martial Enchantments / Enchant Weapon:
Shields and Gauntlets can be used offensively, so its not an error.
Very well then. But, no modifiers are shown after enchantment. Even for items, which already have some.
For shields, if it enchanted by S/ME/ES it can not weared, even if S/ME/EA have level 2+. But, after it disenchanted and re-enchanted as armor (i.e. S/ME/EA), it can be weared.
For gloves, it works, but nothing changes (both in description and PC sheet).

p.s. may not this discourage you, your addon IS very nice and cool :)

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Arcanum Class Pack v2.2.3

#543 Post by Radon26 »

the pommel bonuses are only to "on use", not "when wield/worn", and you wont see "on use" stats unless you have the valid mastery.
for example, you wont see glove/gauntlets "on use" stats unless you have the brawler's mastery, or shield's "on use", unless you have the shield offence, shield deffece, guardian, or any of the like. only shield specyfic talents will show it, "could with" like arcane smite wont do.

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

Re: Arcanum Class Pack v2.2.3

#544 Post by HousePet »

Will look into those fiddly requirement issues.
Thanks for error messages.
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#545 Post by Q't'ulu »

Radon26 wrote:the pommel bonuses are only to "on use", not "when wield/worn", and you wont see "on use" stats unless you have the valid mastery.
for example, you wont see glove/gauntlets "on use" stats unless you have the brawler's mastery, or shield's "on use", unless you have the shield offence, shield deffece, guardian, or any of the like. only shield specyfic talents will show it, "could with" like arcane smite wont do.
This is great. But, enchanter as-is do not have any of mentioned talents. Unless, of course, you use item vault (which I am not).
And, S/ME/Enchant_Armor do not allow direct wear weapon-enchanted shields (only by Animate Shield). Next, only available Block (for enchanter) do not show any difference between pommelled and unpommelled shield (same for animated shield). And last, pommelled shield remains as unusable as always (no Use option presented, only Take Off / Link in Chat / Tag) (same for gloves).

So, how can I get those benefits from pommelization of shield/gloves by my enchanter?

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

Re: Arcanum Class Pack v2.2.3

#546 Post by HousePet »

Attacking while disarmed or simply unarmed will use glove slot stats whether you can see them or not.

I usually make sure things will work okay if someone want to do a weird build via Adventurer or the Academy.
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#547 Post by Q't'ulu »

HousePet wrote:Attacking while disarmed or simply unarmed will use glove slot stats whether you can see them or not.

I usually make sure things will work okay if someone want to do a weird build via Adventurer or the Academy.
Aha. Thank you for explanation.

btw, HousePet, it is possible (with reasonable means) to extend your addon capabilities of item enchanting? Let's say, embedding runes (or gems) for on-hit damage (or extract those "plugins" from existing items to reuse later). And so on.

And, why not to allow to the Spell / Disenchantment / Disenchant Item on (remove gem) items with gems embedded by Spell / Imbe Item?

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#548 Post by Q't'ulu »

Angolwen Academy not always offering advanced training (i.e., train list is empty, except lone 'maybe not'). PC have 500+ GP and AA Training Token (either from Tarelion or Linaniil). Re-entering into Angolwen, restarting tome4 binary, gaining next level do not resolve issue. Basic and Mastery trainig still works. Some time later it may work (or not).
ToME4 1.3.1, Arcanum Class Pack 2.2.4.

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

Re: Arcanum Class Pack v2.2.3

#549 Post by HousePet »

The Advanced training is to unlock a category you already have, so if you don't have any suitable locked categories, it will be empty.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.5

#550 Post by HousePet »

Updated:
Fixed many bugs.
You can now learn mana regen from the Academy.
Disenchant Item should be able to undo Imbue Item.
Enchant Armour should allow the wearing of any enchanted armour.
My feedback meter decays into coding. Give me feedback and I make mods.

Luckspeare
Low Yeek
Posts: 6
Joined: Tue Aug 25, 2015 11:00 am

Re: Arcanum Class Pack v2.2.3

#551 Post by Luckspeare »

A bug, maybe!

(EDIT: Maybe two? See bottom of this post for second one.)

I'm getting a showstopper error when I try to have my guy learn Mana Channeling.

Code: Select all

error = "Lua Error: /engine/dialogs/Chat.lua:134: attempt to index a nil value\
  At [C]:-1 __index\
  At /engine/dialogs/Chat.lua:134 generateList\
  At /engine/dialogs/Chat.lua:43 init\
  At /engine/class.lua:104 new\
  At /engine/dialogs/Chat.lua:110 regen\
  At /engine/dialogs/Chat.lua:102 use\
  At /engine/dialogs/Chat.lua:46 fct\
  At /engine/ui/VariableList.lua:123 onUse\
  At /engine/ui/VariableList.lua:98 fct\
  At /engine/Mouse.lua:56 receiveMouse\
  At /engine/Mouse.lua:94 delegate\
  At /engine/ui/Dialog.lua:691 mouseEvent\
  At /engine/ui/Dialog.lua:428 fct\
  At /engine/Mouse.lua:56 "
seen = true
reported = false
From then on, mousing over any of the Angolwen Academy dialogue options reproduces the error.

For the record, the character I'm playing is a Higher Mesmer. In case it's an incompatibility or something like that, the following mods are loaded:

Ashes of Urh'rok
Items Vault
Stone Wardens

Alchemy Reward
Arcane Blade Staff Option
Arcanum Class Pack
Conveyance Reward
Deep Dwarf
Die in Obscurity
Escorts Enhanced
Extra Dungeons
Gray's Illusions
Kestin Highfin's Vault
Kobold
Marson UI
Mesmer
Midnight
More Taints
More Tales
Necromancy+
Playable Yaech RaceRaccoonian Race
The Lost City of Vulcus
Verdant Class Pack
zOmnibus

Yeah, I know, a lot. Hopefully it doesn't confound it too badly.

Thanks for the mod -- I appreciate your work!

-LS



EDIT: Oh, and the training dialogue reports that my char will learn the staff skill at 1.30 skill, while the actual training produces 1.00. Not sure which one is incorrect.

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

Re: Arcanum Class Pack v2.2.3

#552 Post by HousePet »

Fixed.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#553 Post by Scol »

Found a bug for you :)

Code: Select all

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/Entity.lua:846: unsupported temporary value type: boolean :=: true (on key wielded)
stack traceback:
	[C]: in function 'error'
	/engine/Entity.lua:846: in function 'recursive'
	/engine/Entity.lua:852: in function 'addTemporaryValue'
	/mod/class/Actor.lua:3705: in function 'baseonWear'
	/mod/addons/arcanum/superload/mod/class/Actor.lua:110: in function 'onWear'
	/engine/interface/ActorInventory.lua:167: in function 'addObject'
	/mod/class/Actor.lua:3586: in function 'quickSwitchWeapons'
	/data/talents/chronomancy/chronomancer.lua:255: in function 'doWardenWeaponSwap'
	/data/talents/chronomancy/blade-threading.lua:87: in function </data/talents/chronomancy/blade-threading.lua:86>
	[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 runAI
	At /mod/ai//party.lua:36 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
Might be compatibility problem, as I'm playing Skeleton-Dark Faerie Temporal Warden-Reaver (Dual class challenge + Undead Heritage). Here's my char http://te4.org/characters/126694/tome/b ... de08ab6a9c

EDIT: Also, this bug removed my ammo and off-hand weapon for some reason.

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

Re: Arcanum Class Pack v2.2.3

#554 Post by HousePet »

What were your main and offhand weapons?
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#555 Post by Scol »

Generic one-handed randarts, sword and axe I believe.

EDIT: It seems it's not Arcanum bug after all, just got it with Arcanum disabled:
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/Entity.lua:846: unsupported temporary value type: boolean :=: true (on key wielded)
stack traceback:
[C]: in function 'error'
/engine/Entity.lua:846: in function 'recursive'
/engine/Entity.lua:852: in function 'addTemporaryValue'
/mod/class/Actor.lua:3705: in function 'onWear'
/mod/class/Player.lua:1330: in function 'onWear'
/engine/interface/ActorInventory.lua:167: in function 'addObject'
/mod/class/Actor.lua:3586: in function 'quickSwitchWeapons'
/data/talents/chronomancy/chronomancer.lua:255: in function 'doWardenWeaponSwap'
/data/talents/chronomancy/blade-threading.lua:195: in function </data/talents/chronomancy/blade-threading.lua:194>
[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 /engine/interface/PlayerHotkeys.lua:169
At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
At /mod/class/Game.lua:2062 f
At /mod/class/Game.lua:1653 fct
At /engine/interface/PlayerHotkeys.lua:316
At /engine/KeyBind.lua:229

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