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

#556 Post by HousePet »

Oh good, it didn't look to be my fault, and now I don't have to find the problem. 8)
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

#557 Post by Q't'ulu »

PC not able to use full advanced training in Angolwen's Academy. Only accessible are Spell / Stone alchemy, but not Spell / {Morph, Chaotic hedgemagic, Arcane enchantments, Advanced martial enchantments}. By spending Category point I am able to unlock afrementioned categories.
Shaloren, Enchanter, Lv 16, Gold 508, S20 D15 C29 M37 W21 C22
ToME 1.3.1, Arcanum 2.2.6, Necromancy+ 2.1.7, Ashes of Urh'Rok 1.0.4

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

Re: Arcanum Class Pack v2.2.3

#558 Post by Radon26 »

i don't think we are supposed to learn those.
you can get something like staff training or stone alchemy from escorts, they are generic categories.
but morph and advanced martial enchantments, are both class categories that are unique to the class.
saying that everyone should be able to learn those is like saying that we should also be able to learn spell/fire or spell/meta.
or lets go even further spell/necrotic minions.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Arcanum Class Pack v2.2.3

#559 Post by Jarinex »

So I was playing as an Alchemist with this mod, and I unlocked the Golem Refuge talent. After I did that, I noticed that when I changed levels, the screen will blink black for a few moments, and then I get this error:

Lua Error: /data-arcanum/talents/spells/metal-alchemy.lua:21: attempt to index field 'level' (a nil value)
At [C]:-1 __index
At /data-arcanum/talents/spells/metal-alchemy.lua:21 getGolem
At /data-arcanum/talents/spells/metal-alchemy.lua:145 on_pre_use
At /mod/addons/taint/superload/mod/class/Actor.lua:288 preUseTalent
At /engine/HotkeysIconsDisplay.lua:174 display
At /engine/HotkeysIconsDisplay.lua:264 toScreen
At /mod/class/uiset/Minimalist.lua:1920 displayHotkeys
At /mod/class/uiset/Minimalist.lua:2154 display
At /mod/class/Game.lua:1562
At [C]:-1 forceRedraw
At /engine/ui/Waiter.lua:69 getWaitDisplay
At /engine/ui/Dialog.lua:47 simpleWaiter
At /engine/Zone.lua:847 getLevel
At /mod/class/Game.lua:928 changeLevelReal
At /mod/class/Game.lua:807 changeLevel
At /mod/class/Game.lua:1834
At /engine/KeyBind.lua:263 triggerVirtual
At /mod/dialogs/MapMenu.lua:75 use
At /mod/dialogs/MapMenu.lua:39 fct
At /engine/ui/List.lua:154 onUse
At /engine/ui/List.lua:80 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:602 mouseEvent
At /mod/dialogs/MapMenu.lua:53 fct
At /engine/Mouse.lua:56

After that, the game still plays, but I'm unable to click on the talents I have in my bar. I noticed that when I unlearn the skill, the error goes away.

I thought I would just let you know

P.S. Love your mods, they make this game even more awesome :)

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Arcanum Class Pack v2.2.3

#560 Post by astralInferno »

Q't'ulu wrote:PC not able to use full advanced training in Angolwen's Academy. Only accessible are Spell / Stone alchemy, but not Spell / {Morph, Chaotic hedgemagic, Arcane enchantments, Advanced martial enchantments}. By spending Category point I am able to unlock afrementioned categories.
Shaloren, Enchanter, Lv 16, Gold 508, S20 D15 C29 M37 W21 C22
ToME 1.3.1, Arcanum 2.2.6, Necromancy+ 2.1.7, Ashes of Urh'Rok 1.0.4
Do you have enough magic? The more obscure the talent category, the higher your magic needs to be for it to be an option.
(code diving)
Yeah, you need Magic 60 to get those trees.
Radon26 wrote:i don't think we are supposed to learn those.
you can get something like staff training or stone alchemy from escorts, they are generic categories.
but morph and advanced martial enchantments, are both class categories that are unique to the class.
saying that everyone should be able to learn those is like saying that we should also be able to learn spell/fire or spell/meta.
or lets go even further spell/necrotic minions.
psst nobody tell him you can get Fire too

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

Re: Arcanum Class Pack v2.2.3

#561 Post by Radon26 »

oh ok... sooooo i can just make ANYTHING that has nothing to do with arcane... and then, if i have enough money, i can just load it with arcane talents just for lols... ok.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Arcanum Class Pack v2.2.3

#562 Post by astralInferno »

Nope. They don't take money.

You could get a single arcane category, if you wanted.

Same as you can get... three or four wild-gift categories. Or two Corruption categories.

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

Re: Arcanum Class Pack v2.2.3

#563 Post by Radon26 »

... wild gift?
alright, on which page is this mentioned? i have to read on that.

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

Re: Arcanum Class Pack v2.2.3

#564 Post by HousePet »

You could actually learn Arcane and Aether, but you will need 60 magic and two category points.
I may need to clarify how it decides what categories you can study.

But anyway: For studying class categories that require level 10+, you need 60 magic first.
My feedback meter decays into coding. Give me feedback and I make mods.

Pierre'70
Low Yeek
Posts: 6
Joined: Mon Mar 23, 2015 10:26 am

Re: Arcanum Class Pack v2.2.3

#565 Post by Pierre'70 »

I've encountered this error a few times:

error = "Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data-arcanum/talents/spells/power.lua:171: attempt to index field 'eff' (a nil value)\
stack traceback:\
\9/data-arcanum/talents/spells/power.lua:171: in function </data-arcanum/talents/spells/power.lua:156>\
\9[C]: in function 'xpcall'\
\9/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:1259 "


I think its being triggered by an enemy so I'm not sure of the circumstances.

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

Re: Arcanum Class Pack v2.2.3

#566 Post by HousePet »

Thanks, will correct.
Might take a while though, I'm transferring everything to a new computer.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Arcanum Class Pack v2.2.3

#567 Post by astralInferno »

Radon26 wrote:... wild gift?
alright, on which page is this mentioned? i have to read on that.
I just mean that being able to learn spells from angolwen is no different than getting harmony/antimagic/fungus/mindstars from zigur, or vile life/hexes from the mark of the spellblaze.

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

Re: Arcanum Class Pack v2.2.3

#568 Post by Radon26 »

the way i understood it, is that for some reason anglowen academy can teach wild gift... apparently you meant something else.
but that's just one side of the thing.
i know that there is the academy, i just didn't think you can learn CLASS talents there.
you say no different? well, is there ANY class category that you can learn in vanilla? because that's the difference.
hexes, generic
staffs, generic
moss, generic
light, generic
psiblades, generic.
any class? i don't see any in vanilla.
i am not arguing about it being balanced, it sure is awesome, but is it really normal to expect it to be possible?
there may not be difference code wise but its just feels like there is a big difference.

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

Re: Arcanum Class Pack v2.2.3

#569 Post by Q't'ulu »

1. Is it intended to be the Spell / Arcane enchantments / Runestaff mutually exclusive with the Spell / Martial enchantments / Enchant weapon? This distinction makes things somewhat different in application of weapon mastery - enchant weapon. May by runestaved staves should be treated as subjects of weapon mastery - enchant?

1.2. Also, runestaves can not be subjected to the Spell / Advanced martial enchantments / Enchanted pommel gem. :/

2. (edt1) (old bug) melee and ranged attack hit (with arrows, bullets, and any other weapons) with Enchanted Pommel Gem - zircon produce script crash.

3.1. (edt2) using Rune Strike with any pommelized weapon produce script crash. Flying weapon and Arcane smite spells are works normal. Un-pommelized enchanted weapon do not crashes script.

Code: Select all

error = "Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: ...arcanum/talents/spells/advanced-martial-enchantments.lua:406: attempt to call field 'getDamage' (a nil value)\
stack traceback:\
\9...arcanum/talents/spells/advanced-martial-enchantments.lua:406: in function <...arcanum/talents/spells/advanced-martial-enchantments.lua:305>\
\9[C]: in function 'xpcall'\
\9/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 "
seen = true
reported = false
3.2. Using Rune strike without weapon crashes script. Weilding of a wardstone is irrelevant.

Code: Select all

error = "Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: ...arcanum/talents/spells/advanced-martial-enchantments.lua:321: attempt to index local 'weapon' (a nil value)\
stack traceback:\
\9...arcanum/talents/spells/advanced-martial-enchantments.lua:321: in function <...arcanum/talents/spells/advanced-martial-enchantments.lua:305>\
\9[C]: in function 'xpcall'\
\9/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 /engine/HotkeysIconsDisplay.lua:357 onMouse\
  At /mod/class/uiset/Minimalist.lua:1944 fct\
  At /engine/Mouse.lua:56 "
seen = true
reported = false
3.3. Using Rune strike with launcher (with or without second weapon (enchanted, pommelized)) do not give any effect and consumes turn. Probably a bug, because the Staff blast without staff do not works and not consumes turn (and resource).

About Shield guardian and Enchanted bindings: absolute damage reduction is so insignificant (lets say, dr(6+7) vs dmg(600+)), may be it will be more useful as additive relative value (Thick skin like)? Also, Shield guardian skill level may limit shield max tier to be usable as guardian?

Shaloren, Enchanter, Lv 25, S16 D20 C38 M60 W31 C18
ToME 1.3.1, Arcanum 2.2.6, Necromancy+ 2.1.7, Ashes of Urh'Rok 1.0.4

And, astralInferno, thank you for explanaion of Angolwen Academy training conditions.
Last edited by Q't'ulu on Mon Oct 05, 2015 1:58 pm, edited 3 times in total.

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

Re: Arcanum Class Pack v2.2.3

#570 Post by Radon26 »

you can only have one enchantment on any given item.

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