Infinite 500: Gameplay Beyond Level 50

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: Infinite 500: Gameplay Beyond Level 50

#241 Post by daed4 »

There seems to be an error with brawlers ranbosses.

Image

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: Infinite 500: Gameplay Beyond Level 50

#242 Post by Stuntofthelitter »

Error that a player was receiving:

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-Infinite500/damage_typesI500.lua:271: attempt to perform arithmetic on local 'power' (a nil value)
stack traceback:
	/data-Infinite500/damage_typesI500.lua:271: in function 'defaultProjector'
	/data/damage_types.lua:822: in function 'projector'
	/mod/class/interface/Combat.lua:566: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:183: in function 'attackTarget'
	/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:279 bumpInto
	At /mod/class/Actor.lua:3399 attack
	At /engine/interface/ActorLife.lua:42 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:209 move
	At /mod/class/Actor.lua:1289 move
	At /mod/class/Player.lua:300 moveDir
	At /mod/class/Game.lua:1741 
	At /engine/KeyBind.lua:230 
Line 264 tries to set 'power' from Backstab's getDamageBoost; this won't exist until 1.5.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Infinite 500: Gameplay Beyond Level 50

#243 Post by ghostbuster »

I had the same bug.
In damage_typesI500.lua, line 264, replacing

Code: Select all

			local power = src:callTalent("T_BACKSTAB", "getDamageBoost")
by

Code: Select all

			local power = src:callTalent("T_BACKSTAB", "getDamageBoost") or 0
definitely fixed the problem.

Melac
Wayist
Posts: 25
Joined: Wed Mar 16, 2016 10:05 am

Re: Infinite 500: Gameplay Beyond Level 50

#244 Post by Melac »

I keep getting this error, whenever I or an NPC uses... near as I can tell, most special attacks

Lua Error: /data-Infinite500/damage_typesI500.lua:398: attempt to call method 'combatGetFlatResist' (a nil value)
At [C]:-1 combatGetFlatResist
At /data-Infinite500/damage_typesI500.lua:398 defaultProjector
At /data/damage_types.lua:777 projector
At /data/damage_types.lua:1810 projector
At /data/damage_types.lua:3590 projector
At /engine/interface/ActorProject.lua:420 projectDoAct
At /engine/interface/ActorProject.lua:508 projectDoStop
At /mod/addons/stoic/superload/engine/Projectile.lua:24 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1277

This isn't even when I'm in the infinite dungeon. I started a new character, tried to use slime spit as an example, and got this error 7 times at once.

And whenever I turn OFF this addon, i get an error when I try to start a new game. Before I hit the character creation screen, I get:

Lua Error: /engine/interface/ActorTalents.lua:86: talent already exists with id T_FEINT
At [C]:-1
At [C]:-1 assert
At /engine/interface/ActorTalents.lua:86 newTalent
At /engine/interface/ActorTalents.lua:38 newTalent
At /data-deceiver/talents/mind-games.lua:20 f
At /engine/interface/ActorTalents.lua:44 loadDefinition
At /hooks/deceiver/load.lua:8
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /mod/load.lua:265
At [C]:-1 require
At /engine/Module.lua:160 load
At /engine/Module.lua:999 instanciate
At /engine/utils.lua:2221 showMainMenu
At /engine/init.lua:165
At [C]:-1 dofile
At /loader/init.lua:217

And then I'm booted to the main menu. I can fix this by turning off the "deceiver" addon class, but find it very odd that it doesn't happen when I500 is turned on.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#245 Post by Hachem_Muche »

Well, it seems that bugs are smarter than you think and pick your time off from coding to reveal themselves :| . My apologies for the long delay in getting to this :oops: .

I have posted version 2.5ga (ToME 1.4.8 ) at http://te4.org/download-addon/4272/tome/Infinite500 and to Steam.

This is basically a rollback to version 2.5g with a tooltip fix that should not include any 1.5.0 dependent code (specifically, some of the rogue rework changes).

Please advise if there are still incompatibilities with ToME v 1.4.8.

@ Melac:
The bugs you're seeing appear to be due to other addon(s).
The 'combatGetFlatResist' bug is probably caused by the file class.interface.Combat.lua being overloaded en toto.

The T_FEINT bug appears to be due to an overload/alternate version of the data/talents.lua file. I500 replaces this file with an updated version that includes an improved newTalent function which permits talents to be redefined, and this was "fixing" the bug in the other addon. (The usual way to define new talents in an addon is with the "ToME:load" hook")
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Revent
Posts: 1
Joined: Fri Sep 16, 2016 2:24 am

Re: Infinite 500: Gameplay Beyond Level 50

#246 Post by Revent »

First post only to thank you for making the game and this mode better!! i dont know anything about programing and lua, but i would gladly help in improving this addon, especialy for this part "map effects with dungeon level, more level variability (layout, size, etc.)", and more vaults types maybe... adding this things to the addon will be awesome!!!

sakrulen
Posts: 1
Joined: Mon Dec 19, 2016 4:19 pm

Re: Infinite 500: Gameplay Beyond Level 50

#247 Post by sakrulen »

I got an error when i tried to enter an isolated shop:

Lua Error: /data/general/events/isolated-shop.lua:98: attempt to index upvalue 'Faction' (a nil value)
At [C]:-1 __index
At /data/general/events/isolated-shop.lua:98 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:209 move
At /mod/class/Actor.lua:1289 move
At /mod/class/Player.lua:300 move
At /engine/interface/PlayerMouse.lua:63 mouseMove
At /engine/interface/PlayerMouse.lua:141 mouseHandleDefault
At /mod/class/Game.lua:2195 fct
At /engine/Mouse.lua:58

I'm bought some items earlier on first or second floor and there were no problems.
I also use escorts enhanced nod and version of ToME is 1.4.9

Can anyone help me please?

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#248 Post by Hachem_Muche »

I have updated version 3.0 (for ToME 1.5.0) to http://te4.org/download-addon/4543/tome/Infinite500 and to Steam.

Changes:

Enhancements to the I.D. are incorporated, including new challenges, random layouts, etc.

NPCs scale up more slowly in the early I.D. levels.

Escort quests in the I.D. are randomly generated until 9 have been attempted. (They are not generated if there is is a challenge on the level.)

Some talents and status effects have been adjusted for scaling/bugfixes. See the Game Options menu for a summary.

More than one category point can be spent on each talent tree. Points after the first increase the mastery level by 0.1 instead of 0.2.

Most of the isolated shops have more inventory and the Lost Sniper will correctly stock ammo.

Abandoned gravesites no longer use a pop-up so as to be less annoying. Open with "<" or ">".

Embers equipment can spawn normally in the I.D. if the DLC is active. (Please report any issues with Embers equipment)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Infinite 500: Gameplay Beyond Level 50

#249 Post by Hellcommander »

I have an error to report with the newest version:
##Use Talent Lua Error## T_HP_PLASMA_BOLT Actor: 39692 Isuldabeth the forest troll
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-Infinite500/damage_typesI500.lua:458: attempt to call field 'getDamageChange' (a nil value)
stack traceback:
/data-Infinite500/damage_typesI500.lua:458: in function </data-Infinite500/damage_typesI500.lua:40>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function 'defaultProjector'
/data/damage_types.lua:774: in function 'projector'
/data/damage_types.lua:1481: in function 'projector'
/engine/interface/ActorProject.lua:219: in function 'project'
/data-arcanum/talents/spells/fusion.lua:139: in function </data-arcanum/talents/spells/fusion.lua:117>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /mod/ai//tactical.lua:418 runAI
At /mod/ai//tactical.lua:446 doAI
At /mod/class/NPC.lua:75 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386 base_tick
At /mod/addons/turn_separators/superload/mod/class/Game.lua:45 base_tick
At ...addons/improved_combat_text/superload/mod/class/Game.lua:61
---------------- Stack Dump ----------------

tokariew
Higher
Posts: 63
Joined: Sun Dec 08, 2013 9:16 pm

Re: Infinite 500: Gameplay Beyond Level 50

#250 Post by tokariew »

If you are Cornac and start new infinity campaign you will at 2lvl and after get more class and general points. In main campaign is okay for cornac and they don't get extra talents points.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#251 Post by Hachem_Muche »

I have uploaded version 3.0a (ToME 1.5.0) to https://te4.org/download-addon/4564/tome-Infinite500 and to Steam workshop.

This fixes the bug with Chant of Fortress and Cornacs getting too many talent points.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Sinistrality
Posts: 2
Joined: Fri Mar 24, 2017 8:35 am

Re: Infinite 500: Gameplay Beyond Level 50

#252 Post by Sinistrality »

Getting errors when I mouse over Unarmed talents on adventurers. (running only official addons, orcs, embers, possessors, and vault).

Lua Error: /data/talents/techniques/pugilism.lua:285: attempt to call global 'getStrikingStyle' (a nil value)
At [C]:-1 getStrikingStyle
At /data/talents/techniques/pugilism.lua:285 getDamage
At /data/talents/techniques/pugilism.lua:316 info
At /data-Infinite500/talentsI500.lua:51 info
At /mod/class/Actor.lua:5779 getTalentFullDescription
At /mod/dialogs/LevelupDialog.lua:950 getTalentDesc
At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:370 tooltip
At /mod/dialogs/elements/TalentTrees.lua:188 updateTooltip
At /mod/dialogs/elements/TalentTrees.lua:114 fct
At /engine/Mouse.lua:78 receiveMouseMotion
At /engine/Mouse.lua:100 delegate
At /engine/ui/Dialog.lua:765 mouseEvent
At /engine/ui/Dialog.lua:485 fct
At /engine/Mouse.lua:78

Lua Error: /data/talents/techniques/grappling.lua:166: attempt to call global 'getUnarmedTrainingBonus' (a nil value)
At [C]:-1 getUnarmedTrainingBonus
At /data/talents/techniques/grappling.lua:166 getSlam
At /data/talents/techniques/grappling.lua:238 info
At /data-Infinite500/talentsI500.lua:51 info
At /mod/class/Actor.lua:5779 getTalentFullDescription
At /mod/dialogs/LevelupDialog.lua:958 getTalentDesc
At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:370 tooltip
At /mod/dialogs/elements/TalentTrees.lua:188 updateTooltip
At /mod/dialogs/elements/TalentTrees.lua:114 fct
At /engine/Mouse.lua:78 receiveMouseMotion
At /engine/Mouse.lua:100 delegate
At /engine/ui/Dialog.lua:765 mouseEvent
At /engine/ui/Dialog.lua:485 fct
At /engine/Mouse.lua:78

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: Infinite 500: Gameplay Beyond Level 50

#253 Post by Stuntofthelitter »

It looks like you have more than official addons; the error is referencing the Infinite500 addon, which I believe is the problem here (I've seen this several times now and only from people using that addon).
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#254 Post by Hachem_Muche »

@Sinistrality @Stunt thanks for the bug reports. This is indeed an error in I500.

Technical details: This is caused by a loading error with I500's redifined newTalent function, that was causing it to not see certain globally defined talent functions (see ActorTalents.main_env scope). It most frequently shows up in talent.info calls.

I have uploaded the fixed version to https://te4.org/download-addon/4594/tome/Infinite500 and to Steam Workshop.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Re: Infinite 500: Gameplay Beyond Level 50

#255 Post by Steven Aus »

Does the crit shrug off -> crit multiplier reduction change work with Daneth's Neckguard too?

Post Reply