Weaver Class

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Shad3
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Weaver Class

#1 Post by Shad3 »

So I was bored one time and asked my brother for ideas... And here we go:

Get it here: https://te4.org/games/addons/tome/weaver_class

Adds Weaver class.

Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely!

They get access to:
wild-gift: call of the wild (general)
wild-gift: harmony (general) (locked)
technique: combat training (general)
wild-gift: fungus (general)
wild-gift: weaver anatomy (general)
wild-gift: threads and webs (class)
wild-gift: dance of the Weaver (class)
wild-gift: cocoon utilization (Class) (locked)
wild-gift: chitin (class) (locked)
cunning: tactical (class)
cunning: dirty fighting (class) (locked)

---
Here are some brief overview of their unique talent categories.
wild-gift: weaver anatomy
Their arachnid nature starts to take shape, modifying their body and giving them the resilience, agility, wisdom, and abilities of a spider.They will even grow spider legs!

wild-gift: threads and webs
As spider would, they grow accustomed in the art of threads and webs. They can trap and disarm their preys, cut them with threads, and eventually encasing them in a cocoon.

wild-gift: dance of the Weaver
These are some of the technique of prey hunting. Begin with an ambush, revel in "the circle of life", hasten their prey to "sleep" with specialized moves, and disable the prey's most annoying sustains!

wild-gift: cocoon utilization
Cocoon is an important resource for the weaver. The liquefied prey inside a cocoon are very nutritious and versatile to use beside hunger filling. The cocoon can nourish the weaver, converted to chemical weapon, and even storing genetic material for backup and cloning.

wild-gift: chitin
The thick and strong chitin exoskeleton of the weaver. This gives the weaver their grit and protection against enemies with various means.
---
While surviving as a young weaver may be difficult, an adult weaver can instantly decimate smaller preys and render tougher preys unable to act and succumb to weaver's slyness and voracity.

Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver!
-shade n bros


Changelog:

Code: Select all

1.2.3
- Fix: Sword Storm's talent cost alteration overriding all other cost alteration
1.2.2
- Fix: improper escape character causing online character sheet bug
1.2.1
- New Evolution: Sword Spider
  - Enhance (?) your limbs by growing blades out of them.
- Put config entries into 1 file.
1.2.0
- Weaver Evolution! Adds 2 Evolution for Weavers.
- New Evolution: Weaver's True Form
  - Become a true proper arachnid.
- New Evolution: Orb Weaver Path
  - Learn to throw thread balls loaded with many effects.
- Adds setting entries in gameplay options regarding Weavers (purely cosmetic).
1.1.1
- Fix Web Trap description (trapped -> pinned).
- Fix Stress Response damage reduction not stacking.
- Fix Venomous Mandible proc error.
- Fix bugged Cocoon chance.
1.1.0
- Restructure Weaver Anatomy talent category.
  - Move unarmed bonus to Prying Eyes
  - Learn Agile Limbs, Resilient Carapace, Venomous Mandible at level 4, 8, 12
- Restructure Threads and Webs talent category. 
  - Learn Thread Whip at level 4
  - Learn Web Crawl at level 8, specifically need Web Trap to learn (just in case....)
- New shiny shader for the legs. (thanks rexorcorum!)
- Fix Skullcracker bug with shield.
- Fix Web Trap description bug.
- Cocoon instant kill chance now increased, but with lower chance of making a Cocoon.
- Shed description now mentions that it scales with Constitution and max life.
- Stress Response now shows the amount of damage sent to equilibrium.
- Stress Response Cooldown 1 -> 14.
- Ambush starting range 2 -> 3.
- Add shield equip warning to Spiked Carapace.
- Icon sizes normalized to 64x64.
1.0.3
- Equilibrium leak effect now removed on zone change.
- Fix weapon damage modifier (for real this time I promise!).
- Six Moves to Kill cursed wound value corrected.
1.0.2
- Fix Ambush cost too low (it's supposed to be fairly cheap, not basically free).
- Restructure Web Trap equilibrium leak effect to use proper effect instead of attaching the variable to the actor.
- Add certain bonus to a certain spider item
1.0.1
- Fix glove power change not applying for Spellhunt Remnant after upgrade
- Fix leftover code that might mess with the offhand
Last edited by Shad3 on Mon Sep 09, 2024 6:22 am, edited 9 times in total.

nsrr
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Re: Weaver Class

#2 Post by nsrr »

Hey, nice class!

I just gave one a spin and it was pretty fun :) They are a bit bump-heavy in the very early game, but once you hit level 8 they start to really get rolling. Died (to my own stupidity) in SWL at level 14, but got far enough to unlock most of the basic talents and try them out.

One thing: I did not see the damage modifier conversion for either gloves or shields appearing on the weapons when I mouse over them. It's possible the effects were being applied behind the scenes, but it doesn't look like it to the player, anyway. If you use the "Combat:getDammod:subs" hook then it should display properly. Here's the hook I use for White Monk's damage modifier conversion:

Code: Select all


class:bindHook("Combat:getDammod:subs", function(self, hd) 
    if hd.combat and hd.combat.is_gloves_combat and self:knowTalent(self.T_K_GUIDED_HAND) then
       local dammod = table.clone(hd.dammod)
       dammod['wil'] = (dammod['wil'] or 0) + (dammod['cun'] or 0)
       dammod['cun'] = nil
       dammod['wil'] = (dammod['wil'] or 0) + (dammod['str'] and .5*dammod['str'] or 0)
       dammod['dex'] = (dammod['dex'] or 0) + (dammod['str'] and .5*dammod['str'] or 0)
       dammod['str'] = nil

       hd.dammod = dammod

       
   end
   
   --- spellhunts power up function erases the is_gloves_combat flag, so we have to check the old way if we want to catch them
   if hd.dammod and hd.dammod['cun'] and  hd.dammod['cun'] == 0.4 and hd.dammod['dex'] and  hd.dammod['dex'] == 0.4 and self:knowTalent(self.T_K_GUIDED_HAND) then
       local dammod = table.clone(hd.dammod)
       dammod['wil'] = (dammod['wil'] or 0) + (dammod['cun'] or 0)
       dammod['cun'] = nil
       dammod['wil'] = (dammod['wil'] or 0) + (dammod['str'] and .5*dammod['str'] or 0)
       dammod['dex'] = (dammod['dex'] or 0) + (dammod['str'] and .5*dammod['str'] or 0)
       dammod['str'] = nil

       hd.dammod = dammod

       
   end
   
   
   return hd
   
   
end)
Spellhunt Remnants will probably be pretty popular for the class, so it's worth having the extra check for them imo (even though it's not the ideal method and also makes the first check largely redundant).

I'll probably give one another go soon. Still looking to try out the Cocoon utilization tree, but I think I want to stick with Chitin at level 10, so it might take a while to get there.

Nice work!

Shad3
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Posts: 21
Joined: Thu Jan 13, 2022 3:45 am

Re: Weaver Class

#3 Post by Shad3 »

Hey nsrr, thanks for trying this out, and for the heads-up about Spellhunt Remnant! I do use the hook, but I didn't know that item does that on upgrade. Honestly, it would be nice if we can get to the object, alias that power_up function, and just add is_gloves_combat back.

The shield modifier appears to be correct, though in trying to fix the bug, I also catch some leftover code from when I want to do the shield thing differently that might mess with the offhand. Oops.

So here's 1.0.1.
Changelog:

1.01
- Fix glove power change not applying for Spellhunt Remnant after upgrade
- Fix leftover code that might mess with the offhand
By the way, I love your White Monk class too!

Zizzo
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Re: Weaver Class

#4 Post by Zizzo »

Looks interesting so far. Odd bug to report: the online character sheet for my Weaver character (and indeed, every Weaver character sheet I've been able to find) is basically empty, reporting only "Unsupported charsheet, too old."
"Blessed are the yeeks, for they shall inherit Arda..."

Shad3
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Joined: Thu Jan 13, 2022 3:45 am

Re: Weaver Class

#5 Post by Shad3 »

Zizzo wrote: Wed Sep 27, 2023 3:14 am Looks interesting so far. Odd bug to report: the online character sheet for my Weaver character (and indeed, every Weaver character sheet I've been able to find) is basically empty, reporting only "Unsupported charsheet, too old."
That's a weird one. I have no idea why this happened at all. I don't mess with the online code a bit (or so I think.)

Does anyone got a clue?

Shad3
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Posts: 21
Joined: Thu Jan 13, 2022 3:45 am

Re: Weaver Class

#6 Post by Shad3 »

In any case, here's 1.0.2.
1.0.2
- Fix Ambush cost too low (it's supposed to be fairly cheap, not basically free).
- Restructure Web Trap equilibrium leak effect to use proper effect instead of attaching the variable to the actor.
- Add certain bonus to a certain spider item

nsrr
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Location: Middle of Nowhere

Re: Weaver Class

#7 Post by nsrr »

Shad3 wrote: Wed Sep 27, 2023 2:22 am By the way, I love your White Monk class too!
Thanks, I'm really glad to hear it :)

I loaded up the new version, but the damage modifier conversion is still not applying. I decided to dig into the addon to look at your code and I've spotted the issue. Your hook is fine, except that it does not return anything, effectively rendering it useless. Just add "return hd" before you close the hook and you'll be good to go (I tested it out on my end already; you'll know it's working when you see the change reflected on gloves in your inventory).

Cheers!

Edit:
I see on the Discord channel that Erenion found an apparent bug with the healing reduction effect (I believe it is a Cursed Wound). It seems the value being applied is magnitudes greater than intended (likely the Effect is expecting numbers such as 0.15 or 0.3 and it is getting numbers like 15 and 30 instead).

Shad3
Wayist
Posts: 21
Joined: Thu Jan 13, 2022 3:45 am

Re: Weaver Class

#8 Post by Shad3 »

nsrr wrote: Wed Sep 27, 2023 2:53 pm Just add "return hd"
...damn, how did I miss that. Fixed!
nsrr wrote: Wed Sep 27, 2023 2:53 pm bug with the healing reduction effect
Right, I see where the problem is. Fixed too!

So here's 1.0.3.
Changelog:
- Equilibrium leak effect now removed on zone change.
- Fix weapon damage modifier (for real this time I promise!).
- Six Moves to Kill cursed wound value corrected.

nsrr
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Location: Middle of Nowhere

Re: Weaver Class

#9 Post by nsrr »

Shad3 wrote: Thu Sep 28, 2023 1:32 am ...damn, how did I miss that. Fixed!
Heh, it can be really easy to overlook things sometimes :) . I copied your hook and tweaked several other things trying to figure out why it wasn't working before I finally opened up my own hook in another file and compared them line by line and found the missing return value.
Shad3 wrote: Thu Sep 28, 2023 1:32 am (for real this time I promise!).
How many times have I said this myself? :lol: (it is fixed for real this time, but I can't even count the number of times I've had to express the exact same sentiment!)

I started another run this morning. I'm playing it on Nightmare and running the Hammer Campaign because I have no patience and AoA is about 3 times too long, lol. So far it's going great :D
No other bugs to report at this point.

I have a couple of notes on design, but they are mostly personal preference and you should only consider them as my opinion and weigh them as you see fit.

In my experience, delaying damage potential on a class can be a real turn off for players trying out a new class, especially an addon class, even if that delay is pretty short in the grand scheme of things. The fact is that nearly any character can make it to level 8 or even 12 by just using bump attacks and inscriptions. With only a little luck, a good tool can trivialize the whole thing completely. Given that, I prefer to front load any good damage potential talents that are available in the low-level, unlocked trees. Additionally, I prefer core mechanics to be available early, as well, and for this class I would consider shield usage a core mechanic. It could be skipped, but there is no downside to taking it, so I would find it hard to imagine anyone not using one. That said, having the Chitin tree that really utilizes the shield being locked is fine, but it would be nice if the shield could be used early on just for the added defensive stats and Block. Taking all of these things into consideration, I would bundle the shield-usage talent into the unarmed mastery talent and make that the first talent in the tree and then split the poison/apr sustain into it's own talent which would probably fit just as well in the the second, third or fourth slot. The APR is really good, so the talent is worthy of being in a higher tier slot, imo. The other adjustment I would make would be to move the cone physical/bleed attack into the first slot in that talent tree and bump the other talents up correspondingly. This would give the class a satisfying, fairly high damage talent from the get-go that would really help alleviate that early slog (which, as I have said, is really only made more tedious and not actually more difficult by a lack of good damage talents, imo). So, while I appreciate the feeling of a character growing more powerful as it levels, I think you may garner yourself more players and more feedback by easing some of early game tedium, and I don't think anything would be lost from the class overall by rearranging the talents a bit.

I also just wanted to mention that I really like the spider legs graphic and I appreciate how much of a pain it is to adjust the moddable tile attachments for each and every player doll, so kudos!

rexorcorum
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Posts: 482
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Location: There and Back again

Re: Weaver Class

#10 Post by rexorcorum »

Heya there!
I have tried me some weavers as well and got to lvl 20 in the ID on Nightmare with the last one, so definitely having fun with them. I love the gfx. They have great potential and I agree with nsrr that with little reshuffling they can shine even more. :)

A couple of small nitpicks, mostly on the graphical side:
  • It is a bit strange to have both advanced trees dependent on lvl 12 talents and it is kinda counterintuitive, for me at least. Like, my first playthrough I took Chitin, got my Armour training to lvl 2, equipped a shield and suddenly almost all my talents went inactive and I was like "wut?!" :mrgreen:
  • Please, make the talent icons 64x64, because the engine is not too great at resizing them. As I use a 32x32 display for skill panel, they look very squished:
    Image
  • Also, why some of the icons are 107x107?! :shock: I can't see any sense in that :D
  • The Web Trap skill has its dynamic part kinda wonky:
    Image
And last but not least, I fixed your image for the tentacle shader, so we all can enjoy some wobbly spider legs! :)
Image

Particle image:
Image

Cheers and keep them weavers coming! Ah yeah, I've encountered a couple of enemy weavers and they were fun as well!
Last edited by rexorcorum on Thu Sep 28, 2023 8:08 pm, edited 1 time in total.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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rexorcorum
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Location: There and Back again

Re: Weaver Class

#11 Post by rexorcorum »

Ah, I have an error to report as well, forgot about it :)

You can't use Skullcracker helmets, it seems:

Code: Select all

Game version (character creation): tome-1.7.6
Lua Error: /mod/class/Player.lua:1515: /mod/class/Object.lua:262: /data-weaver_class/talents/weaver-anatomy.lua:180: attempt to index local 'weapon' (a nil value)
stack traceback:
	/data-weaver_class/talents/weaver-anatomy.lua:180: in function </data-weaver_class/talents/weaver-anatomy.lua:178>
	/engine/interface/ActorTalents.lua:1222: in function 'callTalent'
	/mod/class/Actor.lua:6221: in function 'fireTalentCheck'
	/mod/class/interface/Combat.lua:1146: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:670: in function 'attackTargetWith'
	/mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'attackTargetWith'
	/data/talents/techniques/thuggery.lua:57: in function </data/talents/techniques/thuggery.lua:50>
	[C]: in function 'xpcall'
	/mod/class/Object.lua:257: in function 'useObject'
	/mod/class/Object.lua:325: in function 'use'
	/mod/class/Player.lua:1483: in function </mod/class/Player.lua:1482>
  At [C]:-1 
  At [C]:-1 error
  At /mod/class/Player.lua:1515 playerUseItem
  At /mod/class/Player.lua:1416 
  At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
  At /engine/HotkeysIconsDisplay.lua:392 onMouse
  At /mod/class/uiset/Minimalist.lua:1822 fct
  At /engine/Mouse.lua:71 
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Recaiden
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Re: Weaver Class

#12 Post by Recaiden »

Love the class.
  • The class doesn't have the Survival tree at all?
  • 16 Equilibrium per hit for Venomous Mandible is really high.
  • Rarely going to be useful to use Cocoon on a normal enemy for a max 30% chance to kill it.
  • Why does Delight stack that way?
  • Spiked Carapace should probably describe 'shield quality' some other way to make it clear that it means the shield's material level.
  • Shed should mention that it scales with your maximum life.
  • Web Trap should say that trapped enemies are Pinned, or just use 'pinned' instead
  • Why does Stress Response have a cooldown of 1? It should probably be 10 (so you're vulnerable a bit when it gets unsustained) or 0 (so it's a just a matter of turning it on or off because of equilibrium).
  • Stress Response should say in the log how much damage it's sending to EQ.
  • Six Moves to Kill is so strong. 6 hits is so many. And post 12 they *all* come with a shield hit.
Bugs probably.
  • Web trap looks weird in the 'advanced talent display'. Is all it does at level 5 boost the duration?
  • Ambush says "You are too close to build up momentum!" even if the problem is actually a terrain obstacle.
  • Ambush is listed as "random_boss_rarity = 50, -- common tree, don't take too often," but it's not actually common.

Shad3
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Re: Weaver Class

#13 Post by Shad3 »

Thanks for all the feedback!

It is indeed a bit grueling to not have more damage at those low-levels. I did fine with just Ambush until level 8, but that's probably just me.
And true that the mandible looks kinda stacked at the moment, let's see what I can do...
nsrr wrote: Thu Sep 28, 2023 3:21 pmI also just wanted to mention that I really like the spider legs graphic and I appreciate how much of a pain it is to adjust the moddable tile attachments for each and every player doll, so kudos!
That's my bro's work, he'll be happy to hear :D
rexorcorum wrote: Thu Sep 28, 2023 7:54 pmgraphical stuffs
The advanced talent display diff method really don't want me to disappear text... oh well.
About the icons, yeah, I'll resize them to 64x64. And thanks for the wobbly legs fix, it looks gorgeous!
And fixing Skullcracker bug. The fact that you can AttackTargetWith nothing but damage value is hilarious to me though :lol:
Recaiden wrote: Thu Sep 28, 2023 10:32 pm Love the class.
Thanks!

For your points,
  • What the class do kinda overlap with Survival tree, other than trap disarming. For traps, just bear it maybe?
  • Mandible's cost is high to balance the effect. It pierces all armor after all.
  • Good point about cocoon. The low is because it gives cocoon, which is designed to be rare. But I'll adjust the talent somehow.
  • About Delight, I want it to grow with Mindpower, so I make it that way.
  • I talked to my brother about Stress Response cooldown, apparently he said "1 cd" to mean 1 per turn. I'll give it proper cooldown number.
As for the extra description and stuff, thanks for the suggestions. I'll add them for the next update.

What Ambush say, I just copied what Rush is doing. Though maybe I can try to fix the message anyway.
and the random_boss_rarity thing is for when the randboss is a Weaver.

Shad3
Wayist
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Joined: Thu Jan 13, 2022 3:45 am

Re: Weaver Class

#14 Post by Shad3 »

1.1.0 released!
Changelog
  • Restructure Weaver Anatomy talent category.
    • Move unarmed bonus to Prying Eyes
    • Learn Agile Limbs, Resilient Carapace, Venomous Mandible at level 4, 8, 12
  • Restructure Threads and Webs talent category.
    • Learn Thread Whip at level 4
    • Learn Web Crawl at level 8, specifically need Web Trap to learn (just in case....)
  • New shiny shader for the legs. (thanks rexorcorum!)
  • Fix Skullcracker bug with shield.
  • Fix Web Trap description bug.
  • Cocoon instant kill chance now increased, but with lower chance of making a Cocoon.
  • Shed description now mentions that it scales with Constitution and max life.
  • Stress Response now shows the amount of damage sent to equilibrium.
  • Stress Response Cooldown 1 -> 14.
  • Ambush starting range 2 -> 3.
  • Add shield equip warning to Spiked Carapace.
  • Icon sizes normalized to 64x64.

rexorcorum
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Re: Weaver Class

#15 Post by rexorcorum »

Lovely! Thanks for the changes and catering to my graphics obsession! :)
The gameplay is more fluid now and shields get into play just at the right time, for me at least.

Got 2 (or just 1 actually?) new errors to report, which afaik are resulting from gloves with uncommon procs, that fail to trigger or something like that. The unarmed attack executes til the proc and it throws the error, then no energy is spent and you can kill everything incrementally in a frozen time-like manner, if you don't mind the constant pop-ups.

Error 1:

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorResource.lua:77: attempt to perform arithmetic on local 'v' (a function value)
stack traceback:
	/engine/interface/ActorResource.lua:77: in function 'incEquilibrium'
	/data-weaver_class/talents/weaver-anatomy.lua:178: in function </data-weaver_class/talents/weaver-anatomy.lua:176>
	/engine/interface/ActorTalents.lua:1222: in function 'callTalent'
	/mod/class/Actor.lua:6221: in function 'fireTalentCheck'
	/mod/class/interface/Combat.lua:1146: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:670: in function 'attackTargetWith'
	/mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:230: in function 'attackTarget'
	/data/talents/misc/misc.lua:81: in function </data/talents/misc/misc.lua:54>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:351 useTalent
  At /mod/class/interface/Combat.lua:37 attack
  At /engine/interface/ActorLife.lua:42 check
  At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
  At /engine/Actor.lua:243 move
  At /mod/class/Actor.lua:1422 move
  At /mod/class/Player.lua:320 move
  At /engine/interface/PlayerMouse.lua:63 mouseMove
  At /engine/interface/PlayerMouse.lua:141 mouseHandleDefault
  At /mod/class/Game.lua:2703 fct
  At /engine/Mouse.lua:71 
Longer error log: http://paste.net-core.org/izevopamej.vbs

Error 2:

Code: Select all

Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorResource.lua:77: attempt to perform arithmetic on local 'v' (a function value)
stack traceback:
	/engine/interface/ActorResource.lua:77: in function 'incEquilibrium'
	/data-weaver_class/talents/weaver-anatomy.lua:178: in function </data-weaver_class/talents/weaver-anatomy.lua:176>
	/engine/interface/ActorTalents.lua:1222: in function 'callTalent'
	/mod/class/Actor.lua:6221: in function 'fireTalentCheck'
	/mod/class/interface/Combat.lua:1146: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:670: in function 'attackTargetWith'
	/mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:230: in function 'attackTarget'
	/data-weaver_class/talents/dance-of-the-weaver.lua:58: in function </data-weaver_class/talents/dance-of-the-weaver.lua:29>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/GameTargeting.lua:137 fct
  At /engine/interface/GameTargeting.lua:143 targetMode
  At /engine/interface/GameTargeting.lua:282 targetMouse
  At /mod/class/Game.lua:2660 fct
  At /engine/Mouse.lua:71 
Longer error log: http://paste.net-core.org/keqecovasu.vbs

Cheers!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

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