Necromancy+ v2.2 (Although now mostly Spiritmancer)
Moderator: Moderator
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Necromancy+ v2.1.4
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,
}
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,
}
Re: Necromancy+ v2.1.4
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.
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.
Re: Necromancy+ v2.1.4
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.
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.
-
- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Necromancy+ v2.1.4
Crud. At least it's an easy fix. Thanks for your time! 

-
- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Necromancy+ v2.1.4
Just found out by chance that you can proc Will O' the Wisp's wisp summon by hitting yourself with a spell.
Re: Necromancy+ v2.1.4
I don't see a problem. 

My feedback meter decays into coding. Give me feedback and I make mods.
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- Posts: 2
- Joined: Sun Nov 08, 2015 9:28 am
Re: Necromancy+ v2.1.4
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 

Re: Necromancy+ v2.1.4
Then go into the options and disable the Necromancy+ Necromancer tweaks.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Necromancy+ v2.1.4
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?
Re: Necromancy+ v2.1.4
Its on the necromancy version of the setupSummon function.
Which should be hiding in alter-spells.
Which should be hiding in alter-spells.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Necromancy+ v2.1.4
Aha... actually, it's superloaded into actor.lua.
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- Posts: 3
- Joined: Mon Mar 07, 2016 11:48 pm
Re: Necromancy+ v2.1.4
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+
Re: Necromancy+ v2.1.4
Nothing to do with this addon.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Necromancy+ v2.1.4
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.
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.
Re: Necromancy+ v2.1.4
What are you trying to say here? 

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