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Re: Weapons Pack
Posted: Fri Apr 18, 2014 2:38 am
by wildwolfofdark
StarKeep wrote:Strange thing I noticed recently: If you rest without a full quiver, the game will rest even if enemies are in view, until you take damage.
Yes, I had that happen on my first ever Storm Warden (Donated a few days ago. Huzzah!).
I didn't really think of it as too much of a problem but maybe the checks are ordered wrong?
Re: Weapons Pack
Posted: Fri Apr 18, 2014 3:56 am
by grayswandir
Oh, wow, didn't realize that part of the code took care of noticing enemies as well. Anyway, the fix is up.
Re: Weapons Pack
Posted: Fri Apr 18, 2014 4:58 pm
by nox1999
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:152: /hooks/reload/load.lua:3: attempt to index local 'ammo' (a nil value)
stack traceback:
/hooks/reload/load.lua:3: in function </hooks/reload/load.lua:1>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
...andir-weaponry/superload/mod/class/interface/Archery.lua:258: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
...andir-weaponry/superload/mod/class/interface/Archery.lua:269: in function 'archeryAcquireTargetsWith'
...andir-weaponry/superload/mod/class/interface/Archery.lua:191: in function 'archeryAcquireTargets'
/data/talents/techniques/archery.lua:48: in function </data/talents/techniques/archery.lua:47>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:118 fct
At /engine/interface/GameTargeting.lua:124 targetMode
At /engine/interface/GameTargeting.lua:253 targetMouse
At /mod/class/Game.lua:1949 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /mod/addons/fated/superload/mod/class/uiset/Minimalist.lua:99 on_mouse
At /engine/UserChat.lua:583 mouseEvent
At /mod/class/uiset/Minimalist.lua:1794 fct
At /engine/Mouse.lua:52
Re: Weapons Pack
Posted: Fri Apr 18, 2014 6:01 pm
by grayswandir
nox1999 wrote:Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:152: /hooks/reload/load.lua:3: attempt to index local 'ammo' (a nil value)
Anybody have any idea where /hooks/reload/load.lua is coming from? It's not one of mine, and I'm having a hard time placing it.
Edit: Alright, it's because you're using the tome-reload addon, which (apparently) isn't compatible. I'll look into adding a 'no reloading' option so you don't have to use it.
Re: Weapons Pack
Posted: Sat Apr 19, 2014 4:55 am
by grayswandir
New Version:
- Bucklers: These increase your defense and phys crit. They all have the 'Guard' talent, which lets you temporarily use your accuracy as your melee defense (if it's higher), and gives you doubled attack speed against those who miss you in melee. Not really sure how they're balanced at the moment - probably too weak.
- Infinite Ammo added as an option. This option will be changed to the 'alternate' style by default - if you had it on something else you'll have to change it back.
- A few more egos.
Re: Weapons Pack
Posted: Sun Apr 27, 2014 5:33 pm
by StarKeep
Do NOT try to telekinetically wield an aurastone, your game implodes.
Yes, I know it makes no sense to do it... but I couldn't resist!
Code: Select all
Lua Error: /data/talents/psionic/psionic.lua:158: attempt to index field 'combat' (a nil value)
At [C]:-1 __index
At /data/talents/psionic/psionic.lua:158 getGemLevel
At /data/talents/psionic/focus.lua:33 cd
At /mod/class/Actor.lua:4524 basegetTalentCooldown
At /mod/addons/taint/superload/mod/class/Actor.lua:354 getTalentCooldown
At /engine/HotkeysIconsDisplay.lua:161 display
At /engine/HotkeysIconsDisplay.lua:245 toScreen
At /mod/class/uiset/Minimalist.lua:1912 displayHotkeys
At /mod/class/uiset/Minimalist.lua:2153 display
At /mod/class/Game.lua:1434
Spammed about 50 times in the log before I force quit.
Re: Weapons Pack
Posted: Tue May 06, 2014 9:51 am
by StarKeep
Doesn't play nice with Druid. Only appears if I have a point in their own Staff Mastery talent, and try to mouse over my staff.
Code: Select all
Lua Error: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:485: attempt to call field 'getDamage' (a nil value)
At [C]:-1 getDamage
At ...wandir-weaponry/superload/mod/class/interface/Combat.lua:485 combatGetTraining
At /mod/class/Object.lua:525 desc_combat
At /mod/class/Object.lua:1171 getTextualDesc
At /mod/class/Object.lua:1406 getDesc
At /mod/dialogs/ShowEquipInven.lua:74 on_select
At /mod/dialogs/ShowEquipInven.lua:261 select
At /mod/dialogs/ShowEquipInven.lua:93 on_select
At /engine/ui/EquipDoll.lua:130 on_focus_change
At /engine/ui/Focusable.lua:34 setFocus
At /engine/ui/UIGroup.lua:39 setInnerFocus
At /engine/ui/EquipDoll.lua:98 mouseEvent
At /engine/ui/EquipDoll.lua:60 fct
At /engine/Mouse.lua:72 receiveMouseMotion
At /engine/Mouse.lua:91 delegate
At /engine/ui/Dialog.lua:533 mouseEvent
At /engine/ui/Dialog.lua:312 fct
At /engine/Mouse.lua:72
Re: Weapons Pack
Posted: Sat May 17, 2014 7:12 pm
by grayswandir
New version up. Not terribly well tested at the moment, though.
- Buckler offense tree which various classes can now learn. (Let me know what you think of it! Especially balance-wise).
- Option to turn bucklers on/off.
- Option to turn all the additional egos off.
- Added an option to move riposte to combat training.
- Greatspear / Greatclub graphics.
- Eternal Guard works with bucklers.
- Should have fixed the issue with Druid.
Re: Weapons Pack
Posted: Mon May 19, 2014 10:41 pm
by LapsedPacifist
New version doesn't play nice with Haunted. It freezes on 100% loaded when I try to start a new game.
Re: Weapons Pack
Posted: Sat May 24, 2014 11:52 am
by nox1999
Lua Error: /data-grayswandir-weaponry/talents/shield.lua:9: attempt to call field 'changeTalentType' (a nil value)
At [C]:-1 changeTalentType
At /data-grayswandir-weaponry/talents/shield.lua:9 do_generic_option
At /data-grayswandir-weaponry/talents/shield.lua:102 f
At /engine/interface/ActorTalents.lua:41 loadDefinition
At /engine/interface/ActorTalents.lua:38 load
At /data-grayswandir-weaponry/talents.lua:4 f
At /engine/interface/ActorTalents.lua:41 loadDefinition
At hooks/grayswandir-weaponry/data.lua:3 load_data
At hooks/grayswandir-weaponry/data.lua:6
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:311
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:796 instanciate
At /engine/utils.lua:1902 showMainMenu
At /engine/init.lua:153
At [C]:-1 dofile
At /loader/init.lua:196
Re: Weapons Pack
Posted: Sat May 24, 2014 3:54 pm
by grayswandir
Oh, I missed your post somehow LapsedPacifist. I'll look into it.
nox1999: That looks like a conflict between addons. I'm pretty sure I know how to fix it, but I won't know if it'll work unless you give tell me exactly which addons you're using.
Re: Weapons Pack
Posted: Sun May 25, 2014 10:12 am
by Elcs
Lua error ...wandir-weaponry/superload/mod/class/interface/combat.lua:571: attempt to index local 'buckler' (a nil value)
At [C]:-1 _index
At ... wandir-weaponry/superload/mod/class/interface/combat.lua:571 getBuckler
At /data/grayswandir-weaponry/talents/buckler-offense.lua16 on_pre_use
At /mod/class/actor.lua:4503 preUsetalent
At /mod/ai/tactical.lua:88 runAI
At /mod/ai/tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:117
1.2.0 Test 11
Addons:
- Marson's UI Modifications
Ignore Race/Class locks
Arcane Gladiator
Doctornull's Class Pack
Doctornull's Tweak pack
Ghost Race
Marson's Autoexplore & Rest tweaks
Mage Knight
Witch Doctor Class
Re: Weapons Pack
Posted: Sat May 31, 2014 10:57 am
by Scol
Hi, I'm getting infinite loop of this Lua Error spam after hitting ice drake hatchling in ruined dungeon:
Code: Select all
--------------- Stack Dump Finished ---------------
Lua Error: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:571: attempt to index local 'buckler' (a nil value)
At [C]:-1 __index
At ...wandir-weaponry/superload/mod/class/interface/Combat.lua:571 getBuckler
At /data-grayswandir-weaponry/talents/buckler-offense.lua:16 on_pre_use
At /mod/addons/verdant/superload/mod/class/Actor.lua:435 preUseTalent
At /mod/ai//tactical.lua:88 runAI
At /mod/ai//tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
My addon list:
Code: Select all
Doctornull's Tweak Pack 1.1.6
Everything is Unique! 1.1.3
Weapons Pack 1.1.5
Doctornull's Class Pack 1.1.6
Ghost Race 1.1.5
Ignore Race/Class Locks 1.0.6
Constitution Buffs 1.1.5
Arcanum Class Pack 1.1.5
Doctornull's Ego Pack 1.1.6
Items Vault 1.1.2
New Gem Types 1.1.6
Verdant Class Pack 1.1.5
Also, aurastones are OP when combined with items that grant "damage when the wearer hit [melee]" (not sure which addon adds most of them). If they work as I think (adds extra attack whenever you hit), they can be used to proc them 6-9 times, depending on attack used.
Re: Weapons Pack
Posted: Thu Jun 05, 2014 10:42 pm
by Peppersauce
Hi grayswandir, I made a weapons addon a while back, partly inspired by one of your former weapon addons (it had tridents, whips and javelins iirc) and it's unmanned at the moment. (it's here:
http://forums.te4.org/viewtopic.php?f=50&t=38139)
Now, I'm saying this all because I intend to start working soon on a more extensive addon that includes most of my former ones and then some more (so weapons, bunnymorph race and... *secret*) and I was wondering if my addon and yours could conflict in some ways, like generating tons of whips or causing errors.
Another thing: I want my addon to be compatible with yours but at the same time that *secret* part needs my own version of the rapier to be in-game (yours should work too tbh but 2 different types of rapiers would be an ugly mess

). How would you proceed?
Anyway, do you happen to have any custom tiles/graphics for rapiers in this addon? I'd check that out myself but I can't due to... let's say technical problems.
Re: Weapons Pack
Posted: Fri Jun 06, 2014 3:07 am
by HousePet
How about making Aurastones change the damage type of Gestures?