ToME: the Tales of Maj'Eyal

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PostPosted: Sat Jan 26, 2013 10:41 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
Prompted by this thread, I'm finally getting around to releasing the Ignore Race/Class Locks addon that's been gathering metaphorical dust on my hard drive for a while. This addon bypasses the lock check for races and classes in the character creation dialog, allowing you to create characters with locked races or classes. Note that this addon doesn't actually unlock any races or classes, as I certanly wouldn't want to deprive anyone of the "fun" and "excitement" of accidentally tripping over whatever obscure and convoluted sequence of events was supposed to actually unlock any particular race or class.

[edit 2013-11-12 11:44pm: Technical info:]
Code:
Superload:
  mod.dialogs.Birther:
    getLock() [to return false for race/class locks]
    applyingDescriptor() [to remove the allow_build[] check]

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Last edited by Zizzo on Wed Nov 13, 2013 5:14 am, edited 4 times in total.

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PostPosted: Sat Jan 26, 2013 11:49 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1442
Ahahaha, Zizz, you're a blessing. I gave you a little shout-out over on the B12 forum's T4 thread, pimping this addon out a bit.

Now to go download it, turn it on, and never turn it off again :lol:


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PostPosted: Mon Jan 28, 2013 7:56 pm 
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Wyrmic

Joined: Mon Sep 26, 2011 1:49 pm
Posts: 243
Can this also unlock the Wildfire/Cold trees for the Archmage?


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PostPosted: Tue Jan 29, 2013 4:05 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
eliotn wrote:
Can this also unlock the Wildfire/Cold trees for the Archmage?

Possibly; I'll need to investigate and find out where that lock is enforced.

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PostPosted: Tue Jan 29, 2013 4:11 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
It looks like wildfire (etc) is checked in data/birth/classes/mage.lua. Moving them from unlockable_talents_types to talents_types (and deleting the last bit) should work. Also, with Poisons.

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Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)


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PostPosted: Wed Jan 30, 2013 1:13 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
lukep wrote:
It looks like wildfire (etc) is checked in data/birth/classes/mage.lua. Moving them from unlockable_talents_types to talents_types (and deleting the last bit) should work. Also, with Poisons.

Ooh, no no no, major bad juju overloading stuff in data/. [sound F/X: source diving] Ah, but the lock is actually enforced in a method in Birther, which I'm already superloading, so that shouldn't be a problem. [sound F/X: coding] And I've pushed out a new version of the addon with this change.

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PostPosted: Wed Jan 30, 2013 7:46 pm 
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Wyrmic

Joined: Mon Sep 26, 2011 1:49 pm
Posts: 243
Zizzo wrote:
Ooh, no no no, major bad juju overloading stuff in data/. [sound F/X: source diving] Ah, but the lock is actually enforced in a method in Birther, which I'm already superloading, so that shouldn't be a problem. [sound F/X: coding] And I've pushed out a new version of the addon with this change.


Thank you!


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PostPosted: Fri Mar 15, 2013 4:37 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
And migrated to v1.0.1.

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PostPosted: Fri May 10, 2013 2:49 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
And migrated to v1.0.3.

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PostPosted: Wed May 22, 2013 1:01 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
And migrated again to v1.0.4.

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PostPosted: Wed Nov 13, 2013 4:43 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
And migrated again to v1.0.5. I've slightly tweaked how the Wildfire/Cold tree locks are bypassed; let me know if anything breaks.

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PostPosted: Tue Jan 14, 2014 12:26 pm 
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Wayist

Joined: Tue Feb 19, 2013 11:13 am
Posts: 27
Will be there an update to the most recent version (currently 1.1.5). I see 32/36 unlocks but I dunno what are the remaining 4.


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PostPosted: Wed Jan 15, 2014 1:27 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
Gunthar wrote:
Will be there an update to the most recent version (currently 1.1.5). I see 32/36 unlocks but I dunno what are the remaining 4.

[sound F/X: source diving] Well, first off, the addon has no effect on the numbers displayed in the title of the character creation dialog; those reflect things you've actually unlocked, and as the description says, this addon doesn't unlock anything, it just ignores some of the locks. More generally, any new locked races or classes will almost certainly use the same birth-descriptor locking mechanism as the current unlocked races and classes,? so they should get picked up by the addon automatically without further modification.

As for what unlocks you may be missing... [sound F/X: further source diving] let's see, the current counted locks are 18 classes, 3 races, 5 talent trees, 2 birth options, 2 difficulty levels, 2 campaigns, 2 cosmetic effects and an Alchemist class feature. (Hmm, that only adds up to 35. Dunno what the 36th one might be; maybe something Steam-specific?)

--
? Except for donator/buyable classes like Stone Warden, which use a different mechanism that this addon couldn't influence even if I wanted it to.

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PostPosted: Mon Jan 20, 2014 1:18 pm 
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Yeek

Joined: Tue Jan 14, 2014 9:24 am
Posts: 10
Hello, would it be possible to improve this addon to also unlock the highest difficulties? I'd like to try a gimmick on Madness difficulty but it may be a while before I can beat Insane.


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PostPosted: Sun Feb 02, 2014 3:44 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1391
Location: A shallow water area south of Bree
Baldu wrote:
Hello, would it be possible to improve this addon to also unlock the highest difficulties? I'd like to try a gimmick on Madness difficulty but it may be a while before I can beat Insane.

Meh, that's starting to get into mission creep. I can offer you this, though. :wink:

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