ToME: the Tales of Maj'Eyal

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PostPosted: Thu Jul 07, 2016 2:14 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Elroniel wrote:
Chronosplit wrote:
Isn't there a talent in generics for Steamtech classes that reduces damage from self hits? I remember one in the escort anyway.


I had thought of that as well, but I couldn't remember if Gunslingers and Psyshots both had access to it ... I presume they do?

Yup, all the Tinker classes get it. And with no further objections, that's going out as v2. NOTE: This release changes how self-fire protection information is stored internally (just discovered the .passives() method in talent definitions… :mrgreen: ). Existing characters already using this addon should get adjusted automatically to use the new handling, but let me know if it suddenly stops protecting you.

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PostPosted: Thu Jul 07, 2016 2:33 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
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Zizzo wrote:
(just discovered the .passives() method in talent definitions… :mrgreen: ).

*facepalm*

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PostPosted: Thu Feb 02, 2017 2:38 am 
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Sher'Tul

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Location: A shallow water area south of Bree
Welp, apparently in v1.5 the Technique/Field Control tree and the Slow Motion talent therein are going bye-bye. Archers are covered by self-fire protection added to Shoot Down, but that leaves Skirmishers out in the cold. Thoughts on which talent to migrate our self-fire protection to? Trained Reactions under Technique/Mobility or Danger Sense under Cunning/Survival seem like plausible candidates, but Archers get those trees too, which might make it look redundant.

Ooh, just occurred to me, are Rogues' Throwing Knives considered projectiles for our purposes? [sound F/X: source diving] Ah, okay, looks like they get self-fire protection for free already.

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PostPosted: Thu Feb 02, 2017 3:03 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
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Definitely something in survival. Heightened senses would probably work just as well as danger, though.

It would be a little redundant for archers, but it would also catch the tinkers... and I guess just about anyone else that might use a ranged attack for some reason or another. I hear reavers occasionally get a bit more unhinged than usual and do stuff with the corpsebow, ferex. I'm actually not even sure if there's any non-addon classes that don't have survival, now that I think about it for a couple seconds. Definitely would be able the best general purpose tree you could choose, ehehe.


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PostPosted: Thu Feb 02, 2017 5:00 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Frumple wrote:
It would be a little redundant for archers, but it would also catch the tinkers...

Ah, so Embers classes inherit the changes to Cunning/Survival from the main module? [sound F/X: source diving] And yes, all the Embers classes get the tree; that would let me back out the changes to Last Engineer Standing, which always felt like a slightly awkward fit.

Frumple wrote:
and I guess just about anyone else that might use a ranged attack for some reason or another.

…well, for certain values of "ranged attack". As currently implemented, we only catch ranged attacks that go through Archery:archeryShoot(); that covers your Corpsebow example, but I don't know what else you had in mind. Throwing Knives, for instance, goes straight to ActorProject:projectile(), so it's a good thing we don't have to cover that case.

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PostPosted: Thu Feb 02, 2017 2:22 pm 
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Sher'Tul

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Ah, launchers were it. Bows, slings, steamguns. There's conceptually reasons (if not necessarily very good ones :V) for a number of classes to plink around with one or the other, every once in a while. Mostly due to actives or odd stuff they have that still procs off launcher based ranged attacks, when they don't (at least at the time) have better options for reaching out and touching things.


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PostPosted: Fri Mar 10, 2017 12:41 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Well, that all appears to work, and is going out as v3. I went with Danger Sense as a slightly better thematic fit; its description at least implies some kind of dodging or evading or reacting in some manner, while Heightened Senses is just seeing stuff (plus it's a tier-4 talent like Slow Motion and Last Engineer Standing were). Internally, we also now use the Combat:attackTargetKind module hook instead of overloading Archery:archeryShoot(), but that shouldn't cause any visible change in functionality.

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PostPosted: Tue Mar 28, 2017 7:14 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
does this addon make the archery attack miss you, or not hit at all? By which I mean; if you step into your projectile, does it miss you and vanish or just keep moving?


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PostPosted: Thu Mar 30, 2017 1:02 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
astralInferno wrote:
does this addon make the archery attack miss you, or not hit at all? By which I mean; if you step into your projectile, does it miss you and vanish or just keep moving?

[sound F/X: source diving] I…think the former? It should work the same as Shoot Down's self-fire protection, because it uses the same mechanism.

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PostPosted: Thu Mar 30, 2017 10:56 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
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Thanks. :)


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