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ToME: the Tales of Maj'Eyal • View topic - [v1.3.0+] Arcane Combat Tweaks

ToME: the Tales of Maj'Eyal

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PostPosted: Sat Oct 15, 2016 9:47 pm 
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Sher'Tul Godslayer

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PostPosted: Sat Oct 15, 2016 10:14 pm 
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Perspiring Physicist

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PostPosted: Mon Oct 17, 2016 4:24 pm 
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Uruivellas

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...are applicable talents found manually, or does it look for the arcane combat flag? cause if so this will be Messy if used along with my arcane combat addon. xD


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PostPosted: Mon Oct 17, 2016 11:22 pm 
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Sher'Tul Godslayer

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PostPosted: Tue Oct 18, 2016 3:48 pm 
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Uruivellas

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It's absolutely the right method! I'm just amused; my tweak sets like half the talents in the game to be allowed for arcane combat, so the list will end up Very Long if you use both. Not sure if that's a problem, and certainly not worth the effort it would take to fix, unless someone pipes up who's finding it an issue.


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PostPosted: Sat Oct 22, 2016 1:26 am 
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Sher'Tul Godslayer

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PostPosted: Tue Nov 01, 2016 12:42 am 
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Sher'Tul Godslayer

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I thought that logic seemed hinky… :oops: See, the way I was doing it before, if you had, say, everything but Lightning configured for Arcane Combat proc, and everything but Lightning was on cooldown (or you hadn't learned them yet), we were telling the underlying Arcane Combat trigger function to just trigger anything at random — which, of course, could result in Lightning triggering, which is not what we want.

v1a.1, just pushed out, fixes this as follows: if all the enabled spells are unavailable, we pretend to the underlying trigger function that one of the unavailable spells was your sole trigger choice, so that the trigger code will think, "hmm, the configured spell's not available; oh well, guess we can't proc this turn after all", which works out to the intended behavior. We Apologize for the Inconvenience.™

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PostPosted: Fri Mar 10, 2017 12:34 am 
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Sher'Tul Godslayer

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Release v2 uses the new UseTalents:generate and UseTalents:use hooks (thanks again!) to add our "Configure Arcane Combat spells" command to Arcane Combat's right-click talent menu. There should be no visible change in functionality, but we're now compatible with (for all your really eclectic Adventurer needs :wink: ) — if you upgrade both addons at the same time.

[And another reminder here: if you're using this addon together with Restart Sustains or ZOmnibus, be sure to upgrade those addons when you upgrade this one.]

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PostPosted: Fri Jun 23, 2017 8:11 pm 
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Wayist

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Went slightly more insane than usual and kludged together an unholy-but-highly-magical fusion that combines Arcane Combat Tweaks with AstralInferno's and also threw in parts of Grayswandir's for giggles.

Figured it would be decent to ask around for permission before I publish it separately, and also noticed that I can barely parse a lot of your code with all the hacks and workarounds, but one of the changes I made that makes your ACT run more smoothly was to have it not add unknown candidate talents to the list, because when using ACT and with Adventurous Arcane Combat it needlessly tries to cast a bunch of spells the player hasn't learned.

(edit: the attached file should be stable but is a few revisions out of date, but I'd rather not clutter up the entire forum uploading alpha versions I'm still not quite satisfied with enough to call them release-worthy)

edit2: finally got around to posting something - viewtopic.php?f=50&t=48220


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