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cdda-arcana-mod's Issues

Invalid flad blocks world

When making a world with the arcana mod in build 9990, the world cannot be played due to the flag 'REGENERATES_1
arcana monster error
'

Arcana Russian localization

There is some suggestion from me. I have plan to localize this mod on russian lang, but dont know how to synchronize it from future updating. I'll handle all translition works, but maybe you give me a cue how to di that?

TODO: Fix item spawns (again)

  • mapping does not like repeat at ALL, which is bad because I used it a lot to streamline item placement in a less character-intensive way.
  • repeat is fucky at the best of times with place_loot, but at least it sorta works. In general should use either fixed repeat number with non-100 percent chance, garanteed spawn with variable repeat, or just use count instead.

Note to self: be careful with not using repeat as count will likely create intermittent cases of jack squat spawning in an area and only give mixed results when it does spawn, unlike repeat with will usually spit out SOMETHING at least once.

Generating location error

image
This happens when i take new mission after crafitng a sword. Its bug of mod? Or maybe other mod influence?

Arcana "spells" not retaining level

After getting the mutation of might (and its spell) i gave my self the exp needed to reach it to lv10. it did level correctly (its duration increased and the fatigue needed decreased) but after quiting and the. loading the game, the spell got reset to lv1, whereas the magiclysm spells dont have that problem.

Facing an issue on start up

DEBUG : Error: item group "NC_EVAC_SHOPKEEP_misc" already defined with type "collection"

FUNCTION : bool main_menu::new_character_tab()
FILE : src/main_menu.cpp
LINE : 813

Spells missing information

Describe the bug

For what i seen, there are two spells that are missing information on the interface (radius and duration) they are the spells wall of force and consecrate

Steps To Reproduce

Steps to reproduce the behavior:

  1. reach the level to learn consecrate or wall force
  2. highlight them
  3. check the info side of the gui an notice the lack the information

Screenshots

Screenshot_2

Additional context

I dont think is related to issue #83, since other spells does show the necessary info, although messed up

Health needed to cast dragonblood spells

After gaining the dragonblood mutations, i found you needed hp to cast spells, but even after getting the post-threshold and at full health, i cant cast any of them
Screenshot_4

and after debbugging my self some health, i discovered i that the spells only became castable after getting 400 torso hp
Screenshot_1
after that the hp left for the torso was 60 points after casting the summon fiend spell

crash from motes of artifice

The motes of artifice from the blessing of open lock, causes a crash if you interact with it from the inventory menu(if you select it and press enter), work as intended if used from the use item menu

Veinreaver Does No Damage

Build: 7699 experimentals
Steps to reproduce: create new world with Arcana, spawn veinreaver and blood essence, activate runes and throw at an enemy
Bug: Veinreaver causes no damage.

My character hears an explosion and sees a giant puddle of blood formed, but there's no damage caused to enemies. Am I missing something with this item?

Concerning Mod Inclusion Project: Arcana

To @DracoGriffin. Sorry that it's a bit hard to poke me outside of issue creation or via those I'm in contact with. I'll go ahead and share what I had regarding the idea here.

Sadly there are some technical issues with doing so. There was a time when I was maintaining the mod separately while an out-of-date version remained in the repo, fixing bugs and adding new content. For one the launcher (already something that can be finicky about third-party mods in my experience) did not like there being two versions of the mod.

The other issue is that I fully intend to keep fleshing things out and improving the mod as I am able to, in general trying to make things less clunky and occasionally adding new content if it seems like it'd add to the mod. I won't have that option if it's brought over into the base game again, and if I kept updating it in my own repo I would have to rely on other people to keep the versions in sync.

Part of what led to arcana being marked as obsolete was due to bugs cropping up and no one being available to fix them. As by then I started maintaining my own repo, and due to arguments between Mugling and I (another part of the cause, plus argument occurring in related issues, remember this was during the "too many issues, we're recruiting more devs to help" period) it was decided that just obsoleting the mod would be better. Didn't fix all the problems though (old saves that didn't use my version would have load errors, the launcher would replace the third-party version with the obsolete one, etc), so eventually the old version was deleted outright.

Sorry this is kinda awkward, but feel free to quotepost the above in the the issue if it looks alright.

Suggestion: Dragonblood mutation tree

With the new magic system, dragonblood should have some way to compensate for all the encumberance given by mutations, since they impair spellcasting rather heavily (it doesnt scream 'power' to me when you need to use 99% of your limb health to cast something like infernal flame)

Clarity of Blood broken due to typo

In magic_signs.json line 410, "blood_clarity" is misspelled as "blood_clariity", breaking the Clarity of Blood spell and throwing out errors when it's used. Correcting the spelling appears to fix the error.

suggesting wall force spell revision

after wall force got nerfed, only one wall does appear, making the information misleading
Screenshot_1
As you see the spell marks a 3 radius effect (and the aiming grid does indeed appear as a 3x3 radius square)
but the actual effect only spawns one block
Screenshot_2
thought it was because of the terrain (grass/dirt/pavement) but no.

So either, the info needs an update or there is mishap

Red potions cause overdosing

Luckily I found it while messing around on a test world, but consuming a red potion currently seems to overdose you on pain killers.

On a side note, white potions seem to tank your stamina now, but I'm not sure if that was intended or not.

Arcana

I was wondering if you could allow me to mix up this mod with mine? I was thinking of the same idea with the winning cdda mod, and my plan focuses on adding your contents as the source of quests. Your words are appreciated about it ๐Ÿ˜ƒ

If you agree, just comment and close this issue ๐Ÿ™‚

PS: Damn, I love your style when it come to dialogues ^_^

Feature request: Arcane profession

I'm pretty hyped for the urban awakening stuff in the pipes, but I think there is some modes of play that are unfilled.

I propose a proffesion that starts with with no skills, no valuable gear (not naked though) but with a collection of arcane books. The idea is then to study and develop your arcane powers, not loot the works of other mages.

Name suggestion is "Found Lore". Items could be pants, light jacket, etc, a collection of powerful books and a swag bag to carry them.

Cursed Blade generates infinite blood essence

When you fill and activate a cursed blade with blood essence, it's blood essence count goes up to 1200 and it's cap goes to 7200. At any point after that while it still has charge you can unload it, even when you just activate it.

This means you can infinitly trade 9 BE for 1200 BE every few seconds.

Conjure shadows issues

The conjure shadows blessings says that at lvl 20 it last 2 minutes, but after waiting 20 minutes (i tested it intervals of 5 minutes), is when you start to see the dark clouds disappearing.

And after they totally disappear, the effect of still last a bit for the the player, this can be tested casting it, then when it fades, walk in to the center of the area where you casted it and the vision is reduced and suddenly in pops to the current visibility you should have.

Missing separator in monsters.json, fix included

Went to launch with the latest build, got this error, I put a fix at the bottom
` DEBUG : Error: data/mods//cdda-arcana-mod-master/Arcana/monsters.json: line 698:34: missing separator

"death_drops": {  },
"special_attacks": [ [ "RANGED_PULL", 20 ], [ "LUNGE", 10 ] ],
"extend": { "flags": [ "SEES"
                             ^
                              "REVIVES" ] },
"delete": { "flags": [ "BASHES", "GROUP_BASH", "ATTACKMON" ] }

},

FUNCTION : bool main_menu::load_character_tab()
FILE : src/main_menu.cpp
LINE : 942 `

Fixed by replacing the definition starting at line 698 with (really only adds a comma to the array)
{ "id": "mon_thing_summoned", "copy-from": "mon_thing", "type": "MONSTER", "name": "summoned thing", "death_drops": { }, "special_attacks": [ [ "RANGED_PULL", 20 ], [ "LUNGE", 10 ] ], "extend": { "flags": [ "SEES", "REVIVES" ] }, "delete": { "flags": [ "BASHES", "GROUP_BASH", "ATTACKMON" ] } },

Scenario near civilization

I feel like there should be a scenario that starts you off in the basement of a house with a magic lab. It should come at the expense of a few points and the inability to use the stronger magic classes, made up for by a safe base to hone your skills and the ability to raid nearby buildings for supplies.

Being shocked while having lighting ward

As the title says im being electrocuted even after using the lighting war at level 20

I discovered it after being zapped with the sparks that destruction and divine storm produce . And after fighting against an incandescent husk.

NPC being able to wear spell created items

If you cast the spell clairvoyance or drain life you get the related item, but you are able to take it of or recast the spell and get more of them, and then give it to a NPC to wear. i dont know if they get the effect properly, and the item expires correctly.

This is more of a "letting you know just in case" issue

NPC quest effects broken

Latest build 9010, problem with TALK_CF_GM.json where 'u_male' is paired with 'no' instead of 'u_female', which the game dislikes, throwing out an 'invalid dynamic text' error. Also invalid syntax on line 20 of TALK_EVAC_MERCHANT.json. Something to do with the sub effect of the mission. It dislikes the square bracket on line 20, but I'm not sure how to resolve. Any help would be much appreciated.

Fires not producing by-products as in vanilla

Noticed a minor issue today after trying out this mod.

Any fire source in vanilla will produce by-products dependant on material used, eg; two-by-fours produce Wood Ash.

With only this mod added to the game this effect no longer happens.

I found this: CleverRaven/Cataclysm-DDA#23600 that I believe relates to said effect in vanilla.

Quest ideas and NPC additions

I'll list a few ideas I had here, and anything presently hindering their addition. Any advice or interesting suggestions in this vein are welcome.

First idea entails NPCs. Now at least you can set NC class, something I wanted a damned long time ago. It even allows forcibly overriding the NPC's inventory, which would allow me to spawn an arcanist NPC that has appropriate gear as well as skillset. Problem is I see no way to use NC class overrides to ensure that miner things like underwear are applied sanely for male and female NPCs. The alternative would be ensuring their gear is 100% unisex.

Next idea is quest chains focused on the arcane locations. Ideally relevant NPCs would be added as quest-givers, and this presents an issue in how to handle that. Fixed NPCs could be rigged up to work just fine aside from having no idea where to spawn them. But for NPCs spawning "in the wild" there's no way to ensure a random NPC will be consistent in both NPC class and available quest.

Some rough quest-related thoughts:

  • The three implied factions each having a quest chain. Problem here is that JSONized quests don't support revealing a desired target location, but "follow me here" MIGHT work.
  • Kill targets aren't an option either. Chances are each quest chain would lead to needing to clear out the NPC's related location, and thus killing the boss would be an obvious conclusion.
  • Any random fetch quests at least seem to be doable. Though regarding the above idea, a "bring me the location's unique item" idea would be a hacky way to do it. Plus somewhat idiotproof by ensuring you aren't stuck if you already cleared out the relevant location.

Error: data/mods//Arcana/arcana.json: line 17:3: member not found: display_category

When creating a new character in a new world with the latest Experimental build, I get the following error code and then returned to the title screen:
DEBUG : Error: data/mods//Arcana/arcana.json: line 17:3: member not found: display_category

"cut_dmg_verb": "damaged"

},
{
^

"type": "skill",
"ident": "magic",

FUNCTION : bool main_menu::new_character_tab()
FILE : src/main_menu.cpp
LINE : 710

Arcana Vehicles Expansion

Just a suggestion for a new book and recipes that go with it. Possibly a new cult, or else found rarely in the others, factories, or labs. Most content here is vehicle related, allowing you to build death mobiles crackling with arcane energy.

"Exploiting the Dimensional Energy Gradient"
Requires arcana 2
Raises arcana to 10
Fun -2
Time to read: 120 minutes
This book builds a clear bridge between magic and the science that caused this cataclysm. The author chose a detailed, condescending approach that completely removes the mysticism from the arcane, putting it in detailed scientific terms and explaining those simply for the "clueless" reader. The projects detailed inside do require technical expertise in other fields, however. Interestingly enough, this includes a way to convert essence into a form functionally identical to plutonium. It also comes with the suggestion to simply copy any books on arcane topics so you won't need to carry around your only copy, with instructions on how to make the required ink.

Recipes:

All arcana books: requires that book in tools, arcana skill equal to said book's maximum, a lot of paper, and magical ink

Magical ink (250, 0.25L): arcana 1, components: 25 charcoal and 250 (0.25L) mana
Required to write arcane secrets so only those with the potential to understand may learn them.

Dimensional Converter: electronics 7, mechanics 5, fabrication 5, arcana 4, soldering iron (50), welder (100) components: 10 power converters, 50 copper wire, 20 amplifier circuits, 1 steel frame, and a teleporter.
This strange device is used to harvest and convert extradimensional energy to a usable form. Due to its energy requirements and complexity, it must be mounted on a vehicle to operate.

Mana (250 units, 0.25L): arcana 2, Dimensional Converter (10 charges), components: 1 water, and 1 essence.
Byproducts: 2 dull essence
Liquefied essence. Relatively stable, but can be used as an effective fuel with the right equipment. Electrifying to the taste, but not a good idea to drink. (If drunk, gives massive stimulant effect, severe radiation, and hallucinations. Also very addictive. +5 quench, +5 nutrition, +30 fun)

Essence: arcana 3, Dimensional Converter (250 charges), components: 1 dull essence
This recipe allows recharging your dull essence to full power from electricity via Dimensional Converter. Works well with disassembly of essence or converting essence to mana.

Mana Engine: electronics 8, mechanics 7, arcana 6, soldering iron (50), welder (150), components: large electric engine, Dimensional Converter, 3x pipe, 4x rubber hose, 4x metal tank (2L)
This engine has been refitted to run on mana, rather than conventional fuels. (Efficiency level subject to balance at this stage, as you can change electricity to essence, then essence to mana, and it's not far enough along to justify infinite energy yet)

Mana Reactor: electronics 10, mechanics 10, arcana 10, soldering iron (200), welder (200), components: 4 Mana Engines, 4 heavy duty steel frames, 8 Dimensional Converters, 10 teleporters, 4 mininukes
This powerful reactor was only a theory in the book you got the schematics from. By using the mana to absorb energy from a dimensional rift large enough to span the world, it can produce a virtually infinite amount of energy after using a contained nuclear reaction in each reactor to provide a focal point for the rift. The author noted that in order for this to work, the contents of other dimensions would have to be pouring into ours, which will "never happen," but if that were the case then this device "should" slowly collapse the rift as it removes the energy maintaining it. For immediate practicality, it provides more than enough energy to make the mana to fuel it. (End game content, with a little crafting this should provide a self sustaining energy generating loop, only justified by the absurdity of crafting it in the first place and the fact that it is probably 4 metric tons to fit on a vehicle. This one assumes you are far enough along that balance isn't a concern anymore)

Mana Blaster: arcana 6, mechanics 5, electronics 6 welder (100), components: metal tank (60L), Dimensional Converter, 5 RAMs, 5 copper wire, 3 power converters, 5 plastic chunks, 2 amplifier circuits
This gun can be mounted on a vehicle with several different settings to blast enemies. Powered by mana, the settings include a blast of pure energy, acid, flame, and electricity.

Energy Shield: arcana 4, components: 5 essence
This little mote of power can be fitted to a vehicle to provide either a transparent external wall or as a reinforcing structural integrity field. (500 HP either way) When energy is drained by impacts it can simply be re-energized (repaired) with a little mana. (Basically a good way to protect your vehicle with a magic shield or sci-fi style force field)

Plutonium cell: arcana 7, electronics 5, soldering iron (100), Dimensional Converter (250), components: 5 essence, 5 scrap metal
Makes plutonium renewable, for use as ammo, energy, or for crafting.

It's not much, and feel free to add, subtract, or edit as you please, but the idea is to expand into vehicles and allow conversion from electricity to essence, thus providing another path to power for those who don't have the "pain junkie" mutation to get some benefit from cutting themselves or drinking poison from an offering chalice

the latest mutation update breaks mod

so with the latest update it broke the mod giving me this error. i would fix it my self but im no expert coder and dont know where to look for what changed to cause this.

DEBUG : error: data/mods/Arcana/mutation_category.json: line 2:3: member bot found: threshold_mut
[
{
^
"id: "mutation_veil:,
"type': "mutation_category",
Function : bool main_menu::load_character_tab()
file : src/main_menu.cpp
line : 883

Gunmods can now add ammo_effects to weapons

I thought you could be interested in knowing this, since you can use it to create enchanted bows and guns. A few examples of how this works are in laser_gunmods.json

Also good to know you are still working on this mod, it has several fun ideas.

Essence gem, what is it use?

As the title says, what is it use, i cant figure it out.
At first i thought it was mean to be used as a magazine but no, unless it is a simple storage. And if that is indeed its only use i dont see much of a point in it.
Screenshot_2
Sorry for the rant, but that item use has been irking me for a time.

Game crashing when I try to read a spellcraft scroll

When I try to (a)ctivate a spellcraft scroll (overgrowth), the game instantly closes out. When I try to (a)ctivate a spellcraft scroll (flame armor), it crashes, but it comes up with the submit-crash-data-to-Microsoft dialog.

I'm using the latest experimental builds, with the following mods:
[
"dda",
"Urban_Development",
"Experimental-Z-Level",
"FujiStruct",
"more_buildings",
"more_locations",
"oa_additional_buildings_mod",
"national_guard_camp",
"realguns",
"Medieval_Stuff",
"bio_mod",
"No_Acid_Zombies",
"No_Fungi",
"RL_Classes",
"StatsThroughSkills",
"filthy_morale",
"safeautodoc",
"more_classes_scenarios",
"Arcana",
"DinoMod",
"Mining_Mod",
"npc_traits",
"blazemod",
"boats",
"deoxymod",
"Tanks",
"alt_map_key"
]

Error on loading, bad terrain

I just updated everything to CDDA build 9092 and suddenly I'm getting spammed with errors. I've poked around, updated to the latest Arcana, and tried to troubleshoot, but to no avail. I get

ERROR : src/savegame.cpp:858 [void overmap::unserialize(std::istream&)] Loaded bad ter! ter curious_structure_b
For basically, if not actually, every terrain in the Arcana mod, and existing sites are replaced with a maptile of nothing. I can see the Arcana files defining them are clearly where they should be, and I still have the Arcana skill, so I know it is partially loading, but for some reason the terrain is fouled up, and I can't seem to figure out why.

Update: That was loading an existing game. I started a new world with just Arcana mod and it works. I need to look into this some more.
Update part 2, mechanical boogaloo: A new game with the same modset as the world that is causing me problems loads just fine, the shrines (that's what I've been checking since I know one is missing in my current game) exist as they should.
This is not making any damn sense.
Update part 3, return of the AAAHHHH: Well, I think I found it. In the old save the map locations were all like "shrine_anomaly". New games they're all "shrine_anomaly_east" or another cardinal direction. Other than vaguely assuming this is the result of some game update shenanigans I'm not going to pretend to try to know WHY this is. I'm just going to edit my map files and append _north on everything because screw it. Eventually. Because there are many errors like this in the debug log and I don't feel like bothering with it. Maybe I'll just play this world on the old version until I get bored enough to make a new game.

I'll leave this here for anyone else who has the same problem, maybe it will grant them a glimpse of sanity.

New skill catagory sorting system in mainline causing arcana to stop working.

I believe to the best of my knowledge this recent changed has caused a few mods such as arcana to be unusable without adding a display catagory from the following commit that got mainlined

CleverRaven/Cataclysm-DDA#33590

I applied the same change that was suggested for magiclysm as arcana was having the same issue.

CleverRaven/Cataclysm-DDA#33693

"display_category": "display_ranged", is needed in the arcana.json

[ { "type": "material", "ident": "essencemat", "name": "Magical Essence", "density": 1, "bash_resist": 20, "cut_resist": 20, "acid_resist": 99, "fire_resist": 99, "elec_resist": 99, "chip_resist": 99, "dmg_adj": [ "lightly damaged", "damaged", "very damaged", "thoroughly damaged" ], "bash_dmg_verb": "damaged", "cut_dmg_verb": "damaged" }, { "type": "skill", "ident": "magic", "name": "arcana", "display_category": "display_ranged", "description": "Your knowledge of strange, anomalous powers from far-off worlds. While certain artifacts are beyond mortal understanding, this skill can be used for creating and using a few odd devices, some with lethal applications.", "tags": [ "combat_skill" ] } ]

which seemed to have fixed the issue.

The issue in question was.

` DEBUG : Error: data/mods//Arcana/arcana.json: line 17:3: member not found: display_category

"cut_dmg_verb": "damaged"

},
{
^

"type": "skill",
"ident": "magic",

FUNCTION : bool main_menu::new_character_tab()
FILE : src/main_menu.cpp
LINE : 815`

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