Adventurer seeks community member for mod help, maybe more.

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orange<
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Adventurer seeks community member for mod help, maybe more.

#1 Post by orange< »

Enjoys long walks on the western beach at sunset, exploring dungeons, and orc genocide. Dislikes radiant horrors, and having to pump cunning when I could be pumping strength. Fungus desired but not required.

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May I preface this by confessing I have no idea what I'm doing, I'll take you through what I've done and plan to do.

I greatly appreciate any help.

What I'm trying to do is hopefully simple - I wish to change the Cunning requirement for the Mindslayers Augmented Movement tree to Strength requirement.

I'm working on a MacOSX, if this make any difference.

First I showed T-Engine package contents.
And then in Contents/Resources/game/modules/ I uncompressed tome-1.1.3.team
I open up the Augmented Mobility talent file.

Not knowing anything about this, I would guess I take this bit (and the bits like it for the other respective talents,

Code: Select all

newTalent{
	name = "Mindhook",
	type = {"psionic/augmented-mobility", 1},
	require = psi_cun_high1,
	cooldown = function(self, t) return math.ceil(self:combatTalentLimit(t, 5, 18, 10)) end, -- Limit to >5
	psi = 20,
	points = 5,
	tactical = { CLOSEIN = 2 },
	range = function(self, t)
		local r = self:combatTalentLimit(t, 10, 3, 7) -- Limit base range to 10
And change

Code: Select all

require = psi_cun_high1,
to

Code: Select all

require = techs_req_high1,
Doing the same for all talents with highX, where X = the tier of talent.

-------------

Now assuming I've got that bit right, do I simply compress the file, change the extension to .team, and put it back where I found it?

The Revanchist
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Re: Adventurer seeks community member for mod help, maybe mo

#2 Post by The Revanchist »

If I'm not mistaken (which means I may well be) that would work.

That being said, it isn't the only way to do it.

You could, for example, change the

Code: Select all

psi_cun_high1
directly. Make it based of strength directly.

Or make an addon.

orange<
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Re: Adventurer seeks community member for mod help, maybe mo

#3 Post by orange< »

So

Code: Select all

psi_cun_high1
becomes

Code: Select all

psi_str_high1
?

I think I would prefer to make it as an addon, it is, after all, a wonderful feature. Though it seems a little trickier.
I guess I would just need to copy across the right files, change what I want, compress and rename to .teaa?

I'll look over the files of another addon to understand what I'll need.

Thanks for your help.

I have another question, if you'd be so kind. I can't seem to find anything in the talent .lua files concerning use speed. Am I missing something obvious, or is it carefully hidden?

lukep
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Re: Adventurer seeks community member for mod help, maybe mo

#4 Post by lukep »

psi_cun_high1 is just a variable's name. Look in psionic.lua in the same folder as you were in, and you will find:

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-- Level 10 cun tree requirements:
psi_cun_high1 = {
	stat = { cun=function(level) return 22 + (level-1) * 2 end },
	level = function(level) return 10 + (level-1)  end,
}
psi_cun_high2 = {
	stat = { cun=function(level) return 30 + (level-1) * 2 end },
	level = function(level) return 14 + (level-1)  end,
}
psi_cun_high3 = {
	stat = { cun=function(level) return 38 + (level-1) * 2 end },
	level = function(level) return 18 + (level-1)  end,
}
psi_cun_high4 = {
	stat = { cun=function(level) return 46 + (level-1) * 2 end },
	level = function(level) return 22 + (level-1)  end,
}
That is what you need to change. Specifically, "stat = { cun=..." to "stat = { str=..."

For use speed, I believe that it is in mod/class/Actor.lua. It's not really easy or simple to alter for one talent, mostly because it's never changed by the vanilla talents. (melee attacks and archery are a bit different from spells and mind/nature powers, though).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

orange<
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Re: Adventurer seeks community member for mod help, maybe mo

#5 Post by orange< »

Thank you both for your help.

Changing the requirement to = techs_req_highx seems to have worked, and doesn't mean I have to live with all my psionic cunning talents being switched to STR requirements.

I still don't understand how usage speed to determined for each talent, but hopefully I'll learn - it's not anything I wanted to do now, I was just surprised not to see a line of text determining this in the talent .lua files.

StarKeep
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Re: Adventurer seeks community member for mod help, maybe mo

#6 Post by StarKeep »

By Usage speed, do you mean if the talent takes a turn to activate?

If so, all you need is

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no_energy = true,
to make it instant.

If you want a turn to take up part of a turn instead, check out the 'Dirty Fighting' talent, as it's the only one I know of in the vanilla game that shows you how to refund a turn. I assume you could modify it to make it take up only a partial turn.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Doctornull
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Re: Adventurer seeks community member for mod help, maybe mo

#7 Post by Doctornull »

StarKeep wrote:If you want a turn to take up part of a turn instead, check out the 'Dirty Fighting' talent, as it's the only one I know of in the vanilla game that shows you how to refund a turn. I assume you could modify it to make it take up only a partial turn.
The Oozemancer's Oozewalk talent (4th tier in Mucus tree) takes a fraction of a turn.

Many weapon and pretty much all archery talents use the weapon attack speed instead of taking any specific time themselves.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

orange<
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Re: Adventurer seeks community member for mod help, maybe mo

#8 Post by orange< »

Thank you, Starkeep. It seems obvious, now. I think part of the reason I may have missed it is that I was looking for the difference between two talents, one I knew was instant, one I knew wasn't. I was wrong about one of them - they were both instant.

Thank you, Doctor. I guess it's these bits?

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local energy = 1 - t.getEnergy(self, t)
		self.energy.value = self.energy.value + game.energy_to_act * self.energy.mod * energy
There is also a talent in the Fungus tree which returns fractions of turns on regen effects, which is quite interesting. I'm going to have a look for all the code which these things reference.

Thanks for the crash course in lua.

Doctornull
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Re: Adventurer seeks community member for mod help, maybe mo

#9 Post by Doctornull »

orange< wrote:Thank you, Doctor. I guess it's these bits? (snip)
Yeah exactly.

You can refund whatever proportion of a turn you want with that code.

Cheers!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Sradac
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Re: Adventurer seeks community member for mod help, maybe mo

#10 Post by Sradac »

alternatively instead of changing psi_cun_high (which would mess up other talents that rely upon it), just create your own set of variables for psionic to also have strength requirements. call it psi_str_high, psi_str, badass_str, call it whatever you want. All you would have to do is replicate an existing one and change the stat to str.

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