ToME: the Tales of Maj'Eyal

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PostPosted: Thu Jul 28, 2016 1:34 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1296
Location: A shallow water area south of Bree
My new Tinker Tinkering addon is where I'm accumulating small quality-of-life tweaks for tinker-using Embers characters as I think of them. Here's what I've got so far:
  • If I forget to detach the tinker from something when I take it off, I have to re-wield it to detach the tinker and take it off again, which is kind of silly. That's fixed by adding a "Detach tinker" action to the use-item dialog for objects with attached tinkers. This works from inventory or while wielded.
  • And speaking of things with attached tinkers in inventory, it can be hard to tell whether something in inventory has a tinker attached, since it isn't mentioned in the name or the tooltip. With some tinkers you can tell by the tinker-specific bits in the tooltip, but, say, a mental stimulator on a randart amulet wouldn't really be obvious. We cover that by adding the tinker name to the object name — thus, for instance, "gold amulet 'Randomexample' [steel mental stimulator]".
  • Healing salves have the same problem as healing infusions vis-à-vis regeneration infusions: you have to wait until you've taken a fair amount of damage before you can use it, or you've wasted a lot of it. The obvious solution for that is regeneration salves. [Still tweaking the numbers on those a bit; dunno how powerful they need to be relative to healing salves.]
  • Am I the only one bugged by the initial focus in the Create Tinker dialog starting in the search field, instead of the recipe list where I'm most likely to want to start navigating by keyboard? We tweak that to put the initial focus in the list; this one, though, is the one for which I could most easily be convinced that we need a configuration option.
I'll be adding more tweaks as I run into things that vaguely annoy me. :wink: If there are small tinker-related changes you'd like to see, here would be a good place to suggest them.

[Technical info:]
Code:
Hooks:
  UseItemMenu:generate [to add the 'Detach tinker' action]
  UseItemMenu:use [to implement the 'Detach tinker' action]
  ToME:load [to load our regeneration salve tinker recipe]
  Entity:loadList [to load our regeneration salve object]
Superload:
  mod.class.Object:
    getName() [to add attached tinker name to object name]
  mod.dialogs.CreateTinker:
    init() [to put initial focus into the recipe list]

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PostPosted: Sat Aug 13, 2016 11:26 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1296
Location: A shallow water area south of Bree
Found something else that annoys me: reading the description in the Tinkers dialog of a tinker that confers a talent and thinking, "okay… so what does this talent actually do?" We fix that in v1a, just pushed out, by adding the talent description to the tinker description in the dialog.

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PostPosted: Sun Dec 18, 2016 11:03 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1296
Location: A shallow water area south of Bree
Based on an excellent suggestion from Effigy, v1b (just released) now expands the description text for schematics to include a descrtion of the actual tinker it teaches you to make. Generally you'll only see the description of a schematic when it's in a store, but as Effigy notes, that's precisely when you need that information to decide whether to buy it.

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PostPosted: Mon Dec 19, 2016 9:25 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10049
Location: Angolwen
Oh I had failed to notice this addon :)
Nice!
Gonna integrate some stuff into the base game (so it works for Ashes too), namely the tinker appearing in the object's name and the detach tinker option.

BTW to answer a comment you put in the code: Object desc/name functions never get a use_actor because npc's don't really care about item descriptions :)

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PostPosted: Tue Dec 20, 2016 1:05 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1296
Location: A shallow water area south of Bree
darkgod wrote:
Oh I had failed to notice this addon :)
Nice!

*blush* (bows)

darkgod wrote:
Gonna integrate some stuff into the base game (so it works for Ashes too), namely the tinker appearing in the object's name and the detach tinker option.

Ashes has tinkers? I… Did Not Know That.™

darkgod wrote:
BTW to answer a comment you put in the code: Object desc/name functions never get a use_actor because npc's don't really care about item descriptions :)

Well, yes, but AIUI the whole point of the 'use_actor' parameter in the first place was to allow certain items to be described from the perspective of the Alchemist's golem.

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PostPosted: Tue Dec 20, 2016 1:15 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10049
Location: Angolwen
Demonologist's demon seeds are tinkers yes :)

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PostPosted: Fri Mar 10, 2017 12:37 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1296
Location: A shallow water area south of Bree
Release v1c is for compatibility with v1.5, backing out a couple features that now come standard in the module: the "Detach tinker" item command and mentioning an attached tinker in an object's name (DarkGod went with slightly different highlighting than I used, but `s cool :wink: ). Should be no change in functionality otherwise.

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