[v1.7.0+] Class: Lycanthrope

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paramecium
Posts: 3
Joined: Thu Apr 03, 2025 6:50 am

[v1.7.0+] Class: Lycanthrope

#1 Post by paramecium »

Lycanthropes are wilders who focus on making wounds and bleed enemy to death.
Class: Lycanthrope
Lycanthropes use offhand mindstar to absorb, store and utilize blood from himself and enemies.
He can transform into a beast when he collected enogh blood.

I'm not so good at English and the English text in this addon may have some erorrs.
Please let me know if there are any translate errors or other bugs.

monju3072
Posts: 4
Joined: Thu Apr 10, 2025 3:43 pm

Re: [v1.7.0+] Class: Lycanthrope

#2 Post by monju3072 »

Hello,
It seems that Totem still has an issue. Bear Totem removes beneficial mental effect on activation.
I believe this is occurring due to the precedence of 'and/or'.

Code: Select all

			if e.type == "mental" or e.type == "physical" and e.status == "detrimental" and e.subtype["cross tier"] then
				force[#force+1] = {"effect", eff_id}
			elseif e.type == "mental" or e.type == "physical" and e.status == "detrimental" then
				effs[#effs+1] = {"effect", eff_id}
			end

paramecium
Posts: 3
Joined: Thu Apr 03, 2025 6:50 am

Re: [v1.7.0+] Class: Lycanthrope

#3 Post by paramecium »

monju3072 wrote: Fri Apr 18, 2025 9:04 am Hello,
It seems that Totem still has an issue. Bear Totem removes beneficial mental effect on activation.
I believe this is occurring due to the precedence of 'and/or'.

Code: Select all

			if e.type == "mental" or e.type == "physical" and e.status == "detrimental" and e.subtype["cross tier"] then
				force[#force+1] = {"effect", eff_id}
			elseif e.type == "mental" or e.type == "physical" and e.status == "detrimental" then
				effs[#effs+1] = {"effect", eff_id}
			end
Thanks for reporting, this bug should have been fixed in the latest version (0.0.8, bear-totem_fix).

monju3072
Posts: 4
Joined: Thu Apr 10, 2025 3:43 pm

Re: [v1.7.0+] Class: Lycanthrope

#4 Post by monju3072 »

Now it works fine. Thank you!
By the way, an enemy creates a clone of my character, and the clone and my character attack each other with Blood Spine infinitely until my character is finally killed.
Therefore, it may be necessary to introduce a limitation on the number of counterattacks.

paramecium
Posts: 3
Joined: Thu Apr 03, 2025 6:50 am

Re: [v1.7.0+] Class: Lycanthrope

#5 Post by paramecium »

monju3072 wrote: Sun Apr 20, 2025 5:02 am Now it works fine. Thank you!
By the way, an enemy creates a clone of my character, and the clone and my character attack each other with Blood Spine infinitely until my character is finally killed.
Therefore, it may be necessary to introduce a limitation on the number of counterattacks.
Okay, now it only triggers once for each enemy.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [v1.7.0+] Class: Lycanthrope

#6 Post by visage »

Nice class! I particularly like the idea to make Meditation more interesting.

One suggestion -- I think the class would be more coherent if you removed the Technique and Cunning categories and let it be a pure Wilder. You already have two resource types, and including Stamina just dilutes things. ...and Poisons are just such an amazingly good category that they threaten to crowd out the interesting new categories you've added.

Bursade
Low Yeek
Posts: 8
Joined: Fri Apr 01, 2016 6:12 pm

Re: [v1.7.0+] Class: Lycanthrope

#7 Post by Bursade »

Wow, this class seems really interesting. Also, very on-topic with the upcoming DLC :D

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: [v1.7.0+] Class: Lycanthrope

#8 Post by Shad3 »

Got an error here:

Code: Select all

Lua Error: /data-class_lycanthrope/talents/surround.lua:136: attempt to call method 'hasEffect' (a nil value)
	At [C]:-1 hasEffect
	At /data-class_lycanthrope/talents/surround.lua:136 
	At /engine/interface/ActorTalents.lua:1222 callTalent
	At /mod/class/Actor.lua:6221 
	At /mod/class/Actor.lua:3014 base_onTakeHit
	At /mod/addons/classwisp/superload/mod/class/Actor.lua:43 onTakeHit
	At /mod/class/Player.lua:787 onTakeHit
	At /mod/class/interface/ActorLife.lua:42 base_takehit
	At ...tialoddities/superload/mod/class/interface/ActorLife.lua:10 takeHit
	At /mod/class/Actor.lua:3072 base_takeHit
	At .../addons/classhekatonkheire/superload/mod/class/Actor.lua:52 
	At /data/damage_types.lua:553 defaultProjector
	At /data/damage_types.lua:769 projector
	At /engine/interface/ActorProject.lua:259 project
	At /data/talents/cunning/traps.lua:967 triggered
	At /engine/Trap.lua:142 trigger
	At /mod/class/Trap.lua:301 trigger
	At /engine/Trap.lua:156 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
Probably you forget that damage can come from sources other than enemies. Might want to check if

Code: Select all

source.hasEffect
is not nil.

Beyond that, genuinely a nice class. Though some talent has neither sound nor visual effects (Blood Splash, Snake I noticed).

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