ToME: the Tales of Maj'Eyal

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 Post subject: Beyond the Flesh Tweak
PostPosted: Sat Dec 24, 2016 2:29 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
As per the this, here's a feedback thread. You can find the addon here.

There's not much to it, really. Updates the BtF code so it won't switch the scaling on your non-TK weapons to wil/cun if you'd get more out of their str/dex components staying as is. So if you're running a strength/mag adventurer and splash mindslayer junk to tri-wield you're no longer going to gimp your damage output. It's fairly functional, but there's also some notable known issues.

1. It will only check your mainhand weapon or your ammo if you're wielding a ranged weapon (bow/sling/steamgun, currently -- no support for exotic addon weapons, at the moment, though it'll probably work fine with whatever can fit in a quiver slot) in your main hand.
2. It'll change the TK weapon's stat modifiers, too, even though that makes very very little sense.*
3. It completely ignores the offhand and mostly ignores the accuracy component (there's a single check for if you've got a staff in your mainhand, where it'll run an appropriate dex vs cun check to see which would benefit you more, but that's it) of beyond the flesh.
4. If it does anything for shields or gloves I don't know about it, haven't checked, and don't intend to.
5. Any degree it functions or dysfunctions with other stat modifier tweaking effects such as Strength of Purpose or Lethality is entirely coincidental, I have nothing to do with it, and am almost certainly not going to have anything to do with it.
6. There's currently no support for trying to figure out if you're using something like the Pain Enhancement System prodigy and your wil/cun will regularly be higher.
7+. Any and every thing I've forgotten, not noticed, and/or isn't causing this specific addon to spew lua errors.

... it may seem like a large list of problems, but practically most of it's very edge case for something that's already addressing an edge case issue and shouldn't be any worse of a situation than vanilla BtF already is. So enjoy!

Also this thread is specifically for people interested in other functionality to ask someone that's not me for a solution. I may attempt to fix any missed lua error stuff that pops up, but I'm not committing to it and other than that I'm not going to try to do anything else regarding this addon any time soon/ever.

Any and every one that wants to use this code as a springboard to make something more functional is very very much welcome, and has my wholehearted blessing. I'm entirely willing to upload updated versions someone else fixes up, and give free reign to anyone who wants to upload their own version. Credit would be nice (give it to nsrr, at the very least), but I'm personally not picky. If someone else wants to claim this mess, on their own head be it :lol:

Very major thanks to nsrr in particular and everyone else that chimed in in the above linked thread to help out more generally. I'm complete pants at this stuff, so without them this either wouldn't have happened or someone most likely more competent would have been doing it.

*Just assume your player has strapped their weapon to their head and is headbutting anyone that tries to argue that they're not psi-wielding and telekinesis doesn't work that way.

E: Incidentally, if anyone happens to upload this thing to steam, I'll be happy to update the addon page appropriately if they want the workshop upload associated with it. Not going to do so m'self, but if someone else does the link can get put up.


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PostPosted: Sat Dec 24, 2016 4:35 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 657
Location: Middle of Nowhere
That's probably my bad on the SoP check; the file might need to have a definition added to the begining for talent references. Didn't think of that before. I'll download and take look at it; if it's what I think it is, it should be any easy fix. When I have time, and if I get that worked out, I'll post it here.

Also, just a note about the TK weapon for anyone who comes to this without having seen the thread leading up to it:
With this add on active, if the check determines that standard stats are better for your main hand weapon (or ammo in the case of ranged weapons), then on the character sheet it will display normal stats for the TK weapon, as well. HOWEVER, all talents that attack with the TK weapon (including automatic hits from BtF itself) will temporarily switch to psi-combat stats ( Str in place of Wil and Cun in place of Dex) just before the attack is made and then switch back afterward. In effect, this means that the TK weapon will always be using Wil/Cun, even if it shows Str/ Dex on the character sheet.

You can still think of it as strapping a broadsword to your head, if you like, though. I know I will :mrgreen:


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PostPosted: Sat Dec 24, 2016 10:04 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 657
Location: Middle of Nowhere
Apparently I have too much time on my hands. Added checks for SoP and unarmed. Attached; it's only zipped because you can't upload files with the lua extension :lol:

Added a shield check, too, 'cause why not? There's an addon that makes it possible, and after 1.5 it will be possible to for all dwarf adventurers, so, yeah. I was in there anyway? Also, a check for daggers if you know Lethality, so they don't get caught in the str+dex check.

That's got to cover just about everything, now, excluding unofficial stuff, of course.

Tested out the SoP interaction pretty thoroughly, but I'll be honest, I only gave the dagger and shield stuff a quick crash test. That is, the game didn't toss out an error on loading or when I swapped weapons around, but I didn't actually check every case. I don't even have the addon to try shield stuff, and I'm not going through the effort of trying to do it through the console somehow. This is like the edge case of an edge case were dealing with at this point, so if someone actually tries to make use of it finds that it doesn't work, let me know and I can look into it. Assuming Frumple wants to take the time to incorporate these changes at all :P

Oh, also!
I realized when I was messing around in there that this bit of code at the end of the 'activate' field:
Code:
      game:onTickEnd(function()
         self:actorCheckSustains(true) end -- affects equipment for some talents
)
means that if BtF is active then the game will check your sustains every turn (at least; technically, every time you act in any way). That accounts for it updating automatically when gear is swapped. That means that it should update for P.E.S. on the fly, too.


Attachments:
psionic.zip [2.23 KiB]
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PostPosted: Sun Dec 25, 2016 12:12 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Yeah, I'll update quicklike. Can spare the effort of kicking on dev mode for a minute or three, in between brainstorming tinkers and asking myself if I really want to do this to myself again, heh.


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