Druid Class v1.5.2

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HousePet
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Re: Druid Class v1

#76 Post by HousePet »

Herbalism is a generic category, Alchemist's get it in Alchemist+ and the Arcanum pack.

The talents need to be identical for consistancy.
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Hunter
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Re: Druid Class v1

#77 Post by Hunter »

Ah, okay. Maybe I should just go ahead and download that one too, then. I assume they're completely compatible and I do love experimenting with different classes until I find one that "speaks" to me. Thanks.

Though I would like to be able to create a wood golem, or animated scarecrows as a druid. :D

HousePet
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Re: Druid Class v1

#78 Post by HousePet »

Updated to v1.1

14 synergies between talents.
8 new artifacts.
Minor talent tweaks.
More compatable.

http://te4.org/games/addons/tome/druid-class/druid-v11
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HousePet
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Re: Druid Class v1.1

#79 Post by HousePet »

Something I forgot to mention:

Druid's can now use arcane disrupting items without having their spellpower reduced.
They still get the spell fail chance, but it won't apply to nature spells and they get a bonus to effective willpower for equilibrium check for using arcane disrupting equipment.
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StarKeep
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Re: Druid Class v1.1

#80 Post by StarKeep »

Pity that you raised the cost of Staff Combat, but I can understand due to how easy it made the early bosses with very little investment put in.

Dwarf Druid GO!
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
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Re: Druid Class v1.1

#81 Post by HousePet »

18 strength might be a little bit too high for the first point.
Still, lots of other ways of getting more damage early.
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Druid Class v1.1

#82 Post by StarKeep »

So, tried out Avatar of Nature, with... mixed results.

It kept spitting lua errors at me 2 out of 3 attacks, while in Autumn Season.

Log showed this Lua error twice (Grappling Killed them faster)
Popped up a third time, but with "/mod/class/Game.lua:1332" on the second to last line, instead.

I also have that log file on hand, just in case my derpy self missed something you could use.

Code: Select all

C]: in function 'error'
	/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /hooks/druid/load.lua:64: attempt to index local 't' (a nil value)
stack traceback:
	/hooks/druid/load.lua:64: in function </hooks/druid/load.lua:35>
	[string "return function(l, self, data) local ok=false..."]:1: in function <[string "return function(l, self, data) local ok=false..."]:1>
	/mod/class/interface/Combat.lua:863: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:156: in function 'attackTarget'
	/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:173 bumpInto
	At /mod/class/Actor.lua:2680 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:184 move
	At /mod/class/Actor.lua:986 move
	At /mod/class/Player.lua:241 moveDir
	At /mod/class/Game.lua:1337 
	At /engine/KeyBind.lua:224 

Edit: After starting my game back up, and attempting to finish the fight, upon a few of my plants despawning, the game threw one of these at me, for each plant despawned.

Code: Select all

Lua Error: /data-druid/talents/gifts/woodland.lua:229: attempt to index upvalue 'm' (a nil value)
	At [C]:-1 __index
	At /data-druid/talents/gifts/woodland.lua:229 check
	At /engine/interface/ActorLife.lua:83 die
	At /mod/class/Actor.lua:2186 die
	At /mod/class/interface/PartyDeath.lua:39 die
	At /mod/ai//summon.lua:28 runAI
	At /mod/ai//party.lua:36 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1042 
I think I caused the spellblaze...

Edit 2: So, the Plant Error happens if you head out of the game, including the main menu, while plants are summoned. No problems otherwise with them.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
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Re: Druid Class v1.1

#83 Post by HousePet »

Okay, major stupid typo means that Avatar of Nature doesn't work. :oops:

The plant error is interesting. I know what is wrong, but I'll need to check with someone more experienced to sort it out.

It won't affect the functionality of Plants in any way. Just don't save in combat and expect to eat fruit.

Carry on. (minus Avatar of Nature)
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Druid Class v1.1

#84 Post by StarKeep »

Is Sandstorm meant to have a global-speed slow of 6996%?
Cause... uh, that seems a tad off, and instant-death if one of two enemies decides to rush into melee range, causing you to lose 6 turns.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
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Re: Druid Class v1.1

#85 Post by HousePet »

lol no.

*throws a /200 at it*
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Druid Class v1.1

#86 Post by StarKeep »

R.I.P. 6 turn AoE Timelock, you won't be missed.

Oh, and Waterspout is spitting out Bad Arguement Lua errors, mainly when attempting to fire over a bunch of plants.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class v1.1

#87 Post by HousePet »

Argh! *Burns Waterspout with fire* Why won't you die?!

Could I please have the error message?
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Druid Class v1.1

#88 Post by StarKeep »

Ah, sorry. It actually only showed as simply a short one-line error in-game, so I thought you'd already have had it, but looking in the log-file, there is actually more.

Code: Select all

[KNOCKBACK] from	nil	nil	over	1
Lua Error: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 line_base
	At /engine/utils.lua:1726 line
	At /engine/Actor.lua:292 knockback
	At /mod/class/Actor.lua:1084 knockback
	At /data/damage_types.lua:1088 projector
	At /data-druid/talents/gifts/seas.lua:181 on_move
	At /engine/Projectile.lua:232 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1042 
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
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Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class v1.1

#89 Post by HousePet »

I was careless. :(
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
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Re: Druid Class v1.1

#90 Post by spiralrazor »

Fix for 1.3 version?

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