ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Mon Dec 16, 2019 1:41 am

All times are UTC




Post new topic Reply to topic  [ 5 posts ] 
Author Message
PostPosted: Sun Oct 13, 2019 2:41 pm 
Offline
Spiderkin

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 569
I am not code-y. I would appreciate help from more savvy folks on figuring out whether or not the new Ancestral Life talent works in conjunction with Healing Infusions. It did not in previous editions, but Ancestral Life has changed significantly and it would make sense in the current edition if it did.

Code dump from 1.5X, borrowed from an Erenion post.

Erenion wrote:
Healing infusions (probably only those, I didn't find any other heals with this attribute) are specifically coded not to trigger Ancestral Life.

Relevant code (from inscriptions.lua):

Code:
self:attr("allow_on_heal", 1)
self:attr("disable_ancestral_life", 1)
self:heal(data.heal + data.inc_stat, t)
self:attr("disable_ancestral_life", -1)
self:attr("allow_on_heal", -1)

self:removeEffectsFilter(function(e) return e.subtype.wound end, 1)
self:removeEffectsFilter(function(e) return e.subtype.poison end, 1)


Top
 Profile  
 
PostPosted: Sun Oct 13, 2019 10:29 pm 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5967
Why are you posting v1.5 code when you want to know about v1.6?

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


Top
 Profile  
 
PostPosted: Mon Oct 14, 2019 1:43 am 
Offline
Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1724
Location: A shallow water area south of Bree
Snarvid wrote:
I would appreciate help from more savvy folks on figuring out whether or not the new Ancestral Life talent works in conjunction with Healing Infusions. It did not in previous editions, but Ancestral Life has changed significantly and it would make sense in the current edition if it did.

[sound F/X: source diving] Healing infusions do still set the "disable_ancestral_life" flag, but AFAICT nothing actually checks for it, so it should work normally.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Mon Oct 14, 2019 1:12 pm 
Offline
Spiderkin

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 569
Thank you, Zizzo! I appreciate your frequent code diving on behalf of the curious but code-hapless! *returns to beta Drem Oozemancer experiments*

HousePet - in part to explain why I was asking, but mostly because I thought being able to search for or consult the 1.5 code might make answering the 1.6 question easier. Lowering the time cost for the person answering the question for me seemed functional (might increase my chance of getting a correct answer) as well as courteous (as I was asking for someone else's help and time and if I could save some of their time in the process that's a win-win).


Top
 Profile  
 
PostPosted: Tue Oct 15, 2019 12:36 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5967
Given the confusing situation of leaving code (the old ancestral life disabler) in there (1.6 code) that doesn't do anything anymore, rather justifies the example code you supplied.

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


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group