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ToME: the Tales of Maj'Eyal :: View topic - Verdant Class Pack: v2.3
ToME: the Tales of Maj'Eyal
http://forums.te4.org/

Verdant Class Pack: v2.3
http://forums.te4.org/viewtopic.php?f=50&t=40502
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Author:  pheonix89 [ Sat May 19, 2018 7:47 pm ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Few odd things I've noticed with the mod now that I'm back to playing.

Eating the Temporal Wyrm Heart gives you Chronomancy/Blink Drake regardless of class. It should probably only do that if you're playing a Wyrmic.

Blink Drake is listed as Chronomancy but isn't in any way.

Blood Drake doesn't act like Corruption at all either.

Given that Scourge Drake and Undead Drake do use Insanity and Souls respectively that doesn't feel right.

Also it looks like you were trying to make Wild Drake, Blood Drake and Blink Drake unlock from birth if you've already gotten them but couldn't get the carryover logic working from what I'm seeing of the Blink Drake and Wild Drake acquisition code (yeah, I went code diving after seeing a Writhing One get Blink Drake).

Anyway nekoarcos figured out multiple ways to do that in Odyssey Of The Summoner.

I'm still trying to parse what he did to make doing certain things enable custom class avatars that then enable alt-modes for classes at birth if selected, but there's a very simple setup he's using to make things from one playthrough modify an event in later ones:

event that sets condition
game:setAllowedBuild("<Whatever>", false)

conditional to see if the event has fired in any playthrough
if profile.mod.allow_build["<Whatever>"] then

It's similar to the standard unlock method used in the base game: Only difference is using false instead of true in the setAllowedBuild and calling a check in gameplay instead of having the birther do it.

Ah, what the heck, I'll do a dummy test in a few minutes and see if it works the way I think it does.

Edit: Yeah, it works the way I think it does.

The false "just" suppresses notification messages.

putting
game:setAllowedBuild(<unlock tag x>, false)

in each of the three talent unlock sequences and changing

getBirthDescriptor("subclass", "Wyrmic").unlockable_talents_types[<unlock x>]={false, 0.3}
to
getBirthDescriptor("subclass", "Wyrmic").unlockable_talents_types[<unlock x>]={false, 0.3, <unlock tag x>}

will almost certainly work and definitely won't crash anything.

Can't say it works with 100% certainty because I can't test the transfer without uploading the modified version of Verdant I used to make sure it doesn't crash anything and that wouldn't be kosher.

Author:  HousePet [ Mon May 21, 2018 2:06 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Its working mostly as intended.
Blink is Chrono and Blood is Corruption to make it absolutely clear that they aren't going to work with antimagic anythings. Making them use paradox/vim just adds semi pointless complexity. (More Willpower boosts your use of Paradox and Equilibrium and using Vim raises Equilibrium anyway.)

They are not intended to be permanent unlocks for future characters. What you saw in the birth file is simply there to grant the categories at a higher mastery level for Wyrmic.

Author:  HousePet [ Mon May 21, 2018 8:38 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Also: I'm seriously considering removing the Antimagic Balance mechanic from Druid, because it requires me to overwrite a couple of core game mechanic functions, which breaks things every major game update.

For anyone looking blank at the moment: Antimagic Balance is a tweak to the code which stop arcane disruption applying to any talent tagged as a spell and a wild-gift, eg all Druid talents.
This also allows them to use arcane disrupting equipment without the spellpower penalty or sustains deactivating.

Author:  pheonix89 [ Mon May 21, 2018 4:25 pm ]
Post subject:  Re: Verdant Class Pack: v2 Released!


Author:  HousePet [ Tue May 22, 2018 12:15 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Yeah, its a Dragon Heart which typically grants Harmony or Vile Life from the other ones. So I just allowed the Temporal Heart to grant the category to anyone as an optional sidegrade.

Author:  pheonix89 [ Tue May 22, 2018 3:03 pm ]
Post subject:  Re: Verdant Class Pack: v2 Released!


Author:  HousePet [ Fri Jun 01, 2018 1:05 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Currently upgrading this addon to work nicely with Cults.
So if anyone has any bugs, suggestions or requests, now is a good time to give them.

Author:  Thexare [ Fri Jun 01, 2018 9:10 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Yeah, one issue comes to me for the Woodsman. They have Archery Prowess as a locked category, which is (ever since the Archer rework) built around the use of Marks. The Woodsman has no way I saw to apply those, making those skills significantly less useful (and the first isn't usable at all).

Author:  HousePet [ Fri Jun 01, 2018 10:07 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Oh good point. I need to review which archery categories it has.

Author:  nsrr [ Fri Jun 01, 2018 10:53 pm ]
Post subject:  Re: Verdant Class Pack: v2 Released!

My biggest beef with this pack has always been Claw Block.

Author:  HousePet [ Sat Jun 02, 2018 5:22 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Yeah I'll see if the code has changed enough to let me do that without overwriting a massive chunk of the combat code.
Otherwise I'll look into changing it to something else.

Edit: The code change I need hasn't happened yet. I'll check if 1.6 will have something useful.

Author:  Lokean [ Sat Jun 02, 2018 10:23 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

HousePet, don't you have an account for the Tome git repository? Wouldn't it make sense to make the change and post a merge request?

Going out on a limb, I suspect you're wanting to do the same thing as I am doing: instantiating repelled, crit, evaded and deflect prior to the hook in attackTargetWith and passing them in? It's an obvious and useful change and I already chatted to Shibari about various code tidying I'd like to contribute over the summer, but don't really have time at the moment to finish the addon I was making, let alone refactor core code.

Author:  HousePet [ Sat Jun 02, 2018 10:50 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

I could do it, but I've had changes not get in before. Its frustrating to do code, test it and it not go anywhere.

Author:  pheonix89 [ Wed Jun 06, 2018 1:43 pm ]
Post subject:  Re: Verdant Class Pack: v2 Released!


Author:  HousePet [ Thu Jun 07, 2018 12:46 am ]
Post subject:  Re: Verdant Class Pack: v2 Released!

Probably going to be painful to implement, but I'll give it a go.

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