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Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 3:55 am
by MalReynolds
So: I am about to unlock Paradox Mage, but I'm having more fun with my TW than I remembered having with the class.
Anyway, I recall that archers now get poisons in 1.05. Great! And that they can be applied to arrows. Great!
If I am a Temporal Warden, and I side with the Assassin Lord, will I get poisons unlocked?
From the code, it would seem not:
Code: Select all
if p.descriptor.subclass == "Rogue" then
if p:knowTalentType("cunning/poisons") == nil then
p:learnTalentType("cunning/poisons", false)
p:setTalentTypeMastery("cunning/poisons", 1.3)
end
end
Two thoughts. First, a temporal warden who knows poisons would be pretty cool. Second, does that mean you have to unlock poisons with a rogue, and then you can *later* use it on your archers...? Shouldn't archers be able to unlock and use poisons immediately...?
Anyway, my main question is to get
confirmation that a temporal warden won't be able to get poisons this way.
Thanks!
Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 4:35 am
by PureQuestion
Wardens can't get poison. Archers were given it later so this is probably an oversight.
Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 5:04 am
by HousePet
That peice of code is to grant the Poisons category to a Rogue character when they first unlock the Poisons category. (because they wouldn't have it when they made the character)
As such it is only for unlocking the birth effect, not for granting the category to individual characters.
Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 5:39 am
by MalReynolds
Sorry, HP: I excerpted the code. Here's the full context:
Code: Select all
local function evil(npc, player)
engine.Faction:setFactionReaction(player.faction, npc.faction, 100, true)
player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED, "evil")
player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED)
world:gainAchievement("LOST_MERCHANT_EVIL", player)
game:setAllowedBuild("rogue_poisons", true)
local p = game.party:findMember{main=true}
if p.descriptor.subclass == "Rogue" then
if p:knowTalentType("cunning/poisons") == nil then
p:learnTalentType("cunning/poisons", false)
p:setTalentTypeMastery("cunning/poisons", 1.3)
end
end
if p:knowTalent(p.T_TRAP_MASTERY) then
p:learnTalent(p.T_FLASH_BANG_TRAP, 1, nil, {no_unlearn=true})
game.log("#LIGHT_GREEN#Before you leave the Lord teaches you how to create flash bang traps!")
end
game:changeLevel(1, "wilderness")
game.log("As you depart the assassin lord says: 'And do not forget, I own you now.'")
end
...along with the "answers = {...{"Money? I'm in!", action=evil}}" triggering code.
You're right, HP. So the actual relevant part is this: game:setAllowedBuild("rogue_poisons", true).
And that applies to anyone, including TWs, I should think. Thanks!
Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 5:45 am
by MalReynolds
Alas and also lackaday!
Looks like I misinterpreted the code. I bet AllowedBuild is an unlock (not specific to the particular @).
Sided with the AL, but didn't get poisons. Oh well!
Could we get poisons for Temporal Wardens on the next go-round, DarkGod? Thanks!
Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 8:58 am
by HousePet
I see no reason why every class couldn't get Poisons this way.
Wouldn't be useful for casters though.

Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 1:59 pm
by Isotope-X
I suspect the reason is that Poisons give another option to Archers, who were a pretty boring class before. TW's have enough tricks up their sleeve, what with the whole "command over all of time and space," that they don't need an extra gimmick.
Re: Assassin Lord and archers/temporal wardens
Posted: Thu Nov 21, 2013 11:36 pm
by Doctornull
My TWs have enough trouble keeping up Str, Dex, Con, Mag and Will... they don't really need to worry about buffing up Cunning for Poisons.
Re: Assassin Lord and archers/temporal wardens
Posted: Fri Nov 22, 2013 12:19 am
by HousePet
You shouldn't be bothering with Str and Mag, you get a sustain for those.
Yes I know it doesn't give that much.
Re: Assassin Lord and archers/temporal wardens
Posted: Fri Nov 22, 2013 2:09 am
by Doctornull
The sustains do help, but they're not sufficient on their own.