ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Wed May 27, 2020 8:55 pm

All times are UTC




Post new topic Reply to topic  [ 5 posts ] 
Author Message
PostPosted: Tue Jul 22, 2014 12:06 pm 
Offline
Uruivellas

Joined: Wed Apr 30, 2008 5:55 pm
Posts: 708
There's an is_spell flag to mark a talent as using spell speed, and an is_mind flag to mark a talent as using mind speed, but no way to mark something as using combat speed. Right now the game just assumes that anything in a technique category uses combat speed - so stuff like Dirty Fighting and Ice Claw ignore combat speed, since they're not in a 'technique' category.

So an is_combat flag would be nice. Or at least some way to control it on an individual talent level, aside from manually coding the speed.

_________________
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)


Top
 Profile  
 
PostPosted: Tue Jul 22, 2014 1:05 pm 
Offline
Cornac

Joined: Sun Apr 28, 2013 1:43 pm
Posts: 33
How about going a step further and instead just have a parameter like "speed", that can be one of "combat" "spell" "mind OR be a function that returns the energy to use?


Top
 Profile  
 
PostPosted: Fri Jul 25, 2014 3:39 pm 
Offline
Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Sebsebeleb wrote:
How about going a step further and instead just have a parameter like "speed", that can be one of "combat" "spell" "mind OR be a function that returns the energy to use?
This is a really good idea.

Currently we have:
no_energy = "fake"

Suggest that the expansion be:
no_energy = "melee" (uses your current melee weapon(s) to calculate, or your off-set if you're not holding a melee weapon)
no_energy = "ranged" (uses your current ranged weapon to calculate, or your off-set if you're not holding a ranged weapon)
no_energy = "combat" (uses whatever is currently equipped)

... or we could totally replace the no_energy hack with something else, but that's a bunch of work for DarkGod.

_________________
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


Top
 Profile  
 
PostPosted: Fri Jul 25, 2014 4:17 pm 
Offline
Uruivellas

Joined: Wed Apr 30, 2008 5:55 pm
Posts: 708
I ended up adding a 'speed' parameter, which can be: standard, combat, spell, summon, mind, movement, mainhand, offhand, weapon (slower of the two), and archery (like weapon but only for archery weapons).
no_energy still overrides it. If no_energy = 'fake', it'll just determine what the talent displays its speed as.

The tooltips now compensate for the various action speeds. For example, a melee talent with a quick weapon equipped:
Usage Speed: Weapon (90% of a turn)

You can also specify 'display_speed' to override the part after 'Usage Speed: '

_________________
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)


Top
 Profile  
 
PostPosted: Fri Jul 25, 2014 4:51 pm 
Offline
Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Thanks a lot, grayswandir.

_________________
Working on a T-Engine game
Veins of the Earth

Veins of the Earth ModDB page


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group