New Version, New Features: Getting Ready for 1.3

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

New Version, New Features: Getting Ready for 1.3

#1 Post by Doctornull »

I'm excited for some of the new features in 1.3, but I'm not sure how well these features have been publicized -- and I'm not sure how many cool new features I'm missing out on due to ignorance. So this is both a listing of the features which I know about, and a request for discussion of other new features which addon developers should know about.

First off: Talent Speed

Code: Select all

newTalent{
      name = "Lightning Leap", short_name = "NULL_LIGHTNING_LEAP",
      type = {"spell/thunderstrike", 1},
      require = lowReqGen('mag', 1),
      points = 5,
      mana = 12,
      stamina = 8,
      cooldown = 4,
      speed = "spell", -- this is new
      ...
The choices for "speed" are all located in Actor.lua, around line 330.

Sample choices are:
- spell
- weapon (for melee attacks)
- shield (for "Block" and such)
- archery
- mind
- summon
- movement
- standard

There's a hook so you can add your own speed types.

On the subject of New Hooks:

Code: Select all

class:bindHook("Combat:getDammod:subs",
...
... is a new hook which allows you to implement your own talents like Lethality.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: New Version, New Features: Getting Ready for 1.3

#2 Post by 0player »

Throwing some more:
- you can specify absolute data paths or paths like "addon-name+image/path" (->/data-addon-name/gfx/image-path) for images on talents and effects.
- "addon-name+file-name" works on chats, too.
Adds a 'lists' system for convenience. Modified stealth and step up to use.

This lets talents / effects add themselves to lists at appropriate
times. Bascially, just a quicker way than searching for all applied
talents/effects for a specific tag.

Talents can have a sustain_lists and a learn_lists field.
Effects just have a lists field.

Example:
talent A has the following:
learn_lists = {'red', {'blue', 'green'}}
When you learn it, your character now has the following fields:
self.red = {'T_A'}
self.blue.green = {'T_A'}

Modified stealth and step up to use this system. So, to make something
break when step up does, just add it to the 'break_with_step_up' list.
effectsFilter/sustainFilter and removal functions in mod.class.Actor .
UI is more flexible now and supports recalculating width/height for dialog elements on creation.
new Zone applyEgo/removeEgo methods for managing ego list on an object, see Reshape Weapon/Armor for details.
Callbacks now support priorities in form of callbackPriorities = {callbackOnActBase=100500} value on talent/effect/object definition. Default is zero.
Which reminds me, you can now stick callbacks on objects. The catch is, the first argument is object and the second is wearer, not as usual.
callbackOnLevelup added.
Particle systems are now able to react to actor movements.
new (sustain_slots=) flag to identify mutually exclusive sustains.
Targeting can now be hooked to.
You can superload damage modifiers on weapons.

This is all I can remember now.

Post Reply