ToME: the Tales of Maj'Eyal

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PostPosted: Wed May 09, 2018 3:24 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
you don't have to do it with superload.
if you just put the new versions of the fear effects in a timed_effects.lua in your data folder, if they have the same name, they will they will overwrite the originals. As long as your weight is higher (later) than any other addon's, it will overwrite anything they did to those effects as well.

(iirc, you can do the same thing with damage types, but not talents)


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PostPosted: Wed May 09, 2018 3:54 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
You can also just modify the fields on the effect directly. For example, here's how I modified existing effects in qt-sight-overhaul:

hooks/load.lua:
Code:
class:bindHook("ToME:load", function(self, data)
   require("engine.interface.ActorTemporaryEffects"):loadDefinition("/data-qt-sight-overhaul/timed_effects.lua")
end

data/timed_effects.lua:
Code:
-- modify Precognition
TemporaryEffects.tempeffect_def.EFF_PRECOGNITION.long_desc = function(self, eff) return ("Peer into the future, increasing accuracy by %d, defense by %d, physical critical chance by %d%%, and granting a %d%% chance to ignore critical hits."):format(eff.accuracy, eff.defense, eff.physcrit, eff.crits) end
-- range, actor, trap parameters no longer used, but we keep them for safety
TemporaryEffects.tempeffect_def.EFF_PRECOGNITION.parameters = { range=10, actor=1, trap=1, defense=0, crits=0, accuracy=0, physcrit=0 }
TemporaryEffects.tempeffect_def.EFF_PRECOGNITION.activate = function(self, eff)
   self:effectTemporaryValue(eff, "ignore_direct_crits", eff.crits)
   self:effectTemporaryValue(eff, "combat_atk", eff.accuracy)
   self:effectTemporaryValue(eff, "combat_def", eff.defense)
   self:effectTemporaryValue(eff, "combat_physcrit", eff.physcrit)
end
TemporaryEffects.tempeffect_def.EFF_PRECOGNITION.deactivate = function(self, eff)
   -- nothing anymore
end
TemporaryEffects.tempeffect_def.EFF_VIMSENSE.on_gain = function(self, err) return "#Target# is touched by blight.", "+Vimsense" end
TemporaryEffects.tempeffect_def.EFF_VIMSENSE.on_lose = function(self, err) return "#Target# is no longer touched by blight.", "-Vimsense" end
No need to overwrite the effect, no need to superload, and definitely no need to overload. You almost never want to overload an existing file.


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PostPosted: Thu May 10, 2018 2:25 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5740
I think I was overloading a few things in my addon as well, as the Afflicted code is a bit of a nightmare.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Thu Jun 07, 2018 8:50 am 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
There are currently two big and one small problems with requiring that Gestures be use empty handed.

The small one: the tooltip says that the damage scales with the gloves quality (and it seems to do) but there is no indication of the number. It should say the current bonus (pretty please!). (also, does it matter if the gloves are light or heavy?)

The big ones: 1) mindstars and mindstar mastery are sorely needed on mindpower classes in order to get enough mindpower. The bonus of the third gestures talent is definitely not enough to compensate. This has the bad side effect of making Superpower/PES almost mandatory if you've invested in Gestures. 2) it anti-synergizes with Dark Gifts since you get 2 fewer cursed items and that just hurts my poor little soul :cry: . I'm fine with Gestures being incompatible with Psiblades but it would be nice if mindstars could still be worn. Write in the description that they float around the character or something. Alternatively, boost the mindpower bonus significantly and/or add some bonus to Dark Gifts at high level of investment in Gestures.

Also, some small questions: What is the chance to pin/blind in the creeping darkness? What does "mastery" mean in the description?


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