Necromancy+ v2.2 (Although now mostly Spiritmancer)

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

Re: Necromancy+ v2.1.4

#166 Post by astralInferno »

While testing some changes to one of my addons I came up with this bug.

Lua Error: /hooks/necromancy+/load.lua:32: attempt to compare number with table
At [C]:-1 __lt
At /hooks/necromancy+/load.lua:32
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data/damage_types.lua:119 projector
At /engine/interface/ActorProject.lua:218 project
At /data-trenchstrider/damage_types.lua:180 projector
At /engine/interface/ActorProject.lua:397 projectDoAct
At /engine/interface/ActorProject.lua:484 projectDoStop
At /mod/addons/stoic/superload/engine/Projectile.lua:24 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

It comes from a talent which is using a damage type to deliver a secondary AoE.
Is there a way I can fix this on my end?

newDamageType{
name = "refreshing light aoe", type = "INFERNO_LUNAR_GRACE",
projector = function(src, x, y, type, dam, state)
state = DamageType.initState(state)
DamageType.useImplicitCrit(src, state)
local base = dam
local dam = base.dam
local radius = base.radius
local target = game.level.map(x, y, Map.ACTOR)
if target then
local realdam = DamageType:get(DamageType.LIGHT).projector(src, x, y, DamageType.LIGHT, dam/2, state)
src:project({type="ball", target.x, target.y, radius=radius, friendlyfire=false}, target.x, target.y, engine.DamageType.LIGHT, {dam=dam})
game.level.map:particleEmitter(target.x, target.y, radius, "sunburst", {radius=radius, grids=grids, tx=target.x, ty=target.y, max_alpha=80})
src.talents_cd[src.T_INFERNO_LUNAR_RUSH] = nil
return realdam
end
end,
}

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

Re: Necromancy+ v2.1.4

#167 Post by HousePet »

I'll have to check my code later as I have no idea what line 32 is.
However I suggest looking at the code for Chromatic Orb in Arcanum/High Magic. It looks like you have defined a damage type when you didn't need to.
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: Necromancy+ v2.1.4

#168 Post by HousePet »

This line here is wrong:
src:project({type="ball", target.x, target.y, radius=radius, friendlyfire=false}, target.x, target.y, engine.DamageType.LIGHT, {dam=dam})

You've inserted a table as the damage amount for LIGHT damage, which should only be a number.
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: Necromancy+ v2.1.4

#169 Post by astralInferno »

Crud. At least it's an easy fix. Thanks for your time! :oops:

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

Re: Necromancy+ v2.1.4

#170 Post by astralInferno »

Just found out by chance that you can proc Will O' the Wisp's wisp summon by hitting yourself with a spell.

HousePet
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Re: Necromancy+ v2.1.4

#171 Post by HousePet »

I don't see a problem. :P
My feedback meter decays into coding. Give me feedback and I make mods.

sixthcircle
Posts: 2
Joined: Sun Nov 08, 2015 9:28 am

Re: Necromancy+ v2.1.4

#172 Post by sixthcircle »

hey is there any way we could get just the Spiritmancer class as a separate mod? if i have this and eternal darkness active at the same time my minions will still be able to hurt me and it messes up some of the necro trees. thanks for all your work :)

HousePet
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Re: Necromancy+ v2.1.4

#173 Post by HousePet »

Then go into the options and disable the Necromancy+ Necromancer tweaks.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Necromancy+ v2.1.4

#174 Post by astralInferno »

I've been trying to make a patch addon that makes necromancy+ and Eternal Darkness play nice together, and I've got most of it done. Just one question; where is the actual functioning of Soulwinds in the code?

HousePet
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Re: Necromancy+ v2.1.4

#175 Post by HousePet »

Its on the necromancy version of the setupSummon function.
Which should be hiding in alter-spells.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Necromancy+ v2.1.4

#176 Post by astralInferno »

Aha... actually, it's superloaded into actor.lua.

Malcolm Reynolds
Posts: 3
Joined: Mon Mar 07, 2016 11:48 pm

Re: Necromancy+ v2.1.4

#177 Post by Malcolm Reynolds »

well i found a lua error happens everytime i die and shows error at Necromancy+ http://imgur.com/4GAAkBE here's a screenshot ok did more testing it's just this save that's messed up not necro+

HousePet
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Re: Necromancy+ v2.1.4

#178 Post by HousePet »

Nothing to do with this addon.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Necromancy+ v2.1.4

#179 Post by Radon26 »

so.. there is a spell
Blood burst
require a living target (or at least not undead, didn't check on constructs) to trigger a blight explosion.
before noticing that it only has range 8, i fired it at anything without consideration.

when i noticed it, the first thing i thought was "maybe it just moved before it arrived", but there was an obvious problem with that.
so to check, i looked for a stationary target.

i targeted at a tile within range, adjacent to a red crystal. nothing happened. time didn't move, spell is not on CD.
i targetted the crystal, crystal die. crystals are valid targets.

test subject 2, immobile white jelly.
target tile, adjacent to the jelly, JUST outside of my suposed range. nothing happened.
targeted the jelly, also, JUST outside of my range. spell fired, killing jelly.

for the next test, i would need 2 targets, fairly close to each other, will update if i find them.

EDIT
target mouse. range 10
particles have triggered at the mouse location, no damage dealt.

HousePet
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Re: Necromancy+ v2.1.4

#180 Post by HousePet »

What are you trying to say here? :?
My feedback meter decays into coding. Give me feedback and I make mods.

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