Fixing steamsaw egos

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visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Fixing steamsaw egos

#1 Post by visage »

The steamsaw ego pool includes all of the shield egos. However, no special_combat effects in shield egos work with steamsaws. This addon should fix that.


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Original post below:

The steamsaw ego pool includes all of the shield egos. However, no special_combat effects in shield egos work with steamsaws. I'm thinking about throwing together an addon to address this.

Ideally, I'd make special_combat work with steamsaws... but given that this bug has been in the game for quite a while I'm guessing that's not a trivial task.

Failing that, I'd like to strip out special_combat egos, or just exclude shield egos altogether.

I figured that last would be easy, but either I'm doing it wrong or just creating an addon that overloads and has an overload/data/general/objects/egos/steamsaw.lua file that only loads the weapon egos doesn't cut it (steamsaws are still getting the shield egos).

Any pointers on how I can do any of the above?
Last edited by visage on Mon Feb 21, 2022 7:30 pm, edited 1 time in total.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Fixing steamsaw egos

#2 Post by HousePet »

It might be fairly easy to do.
I'd put a superload wrapper around mod/interface/Combat:getObjectCombat() to return a table.merge() of combat and special_combat from the steamsaw.
My feedback meter decays into coding. Give me feedback and I make mods.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Fixing steamsaw egos

#3 Post by visage »

HousePet wrote: Sat Feb 19, 2022 9:39 pm I'd put a superload wrapper around mod/interface/Combat:getObjectCombat() to return a table.merge() of combat and special_combat from the steamsaw.
That does in fact work, thanks! I've got a proof-of-concept that does a naive merge of combat and special_combat when appropriate for steamsaws, and special_combat effects are manifesting.

In order to do a less-naive merge (such that, say, Crushing doesn't overwrite the base steamsaw damage value, or vice versa), it seems like it'd be clever to crib the code the game uses for applying egos to objects in the first place. Do you happen to know where that code is?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Fixing steamsaw egos

#4 Post by HousePet »

I'm not sure about that one.
I suspect Resolvers are involved.
My feedback meter decays into coding. Give me feedback and I make mods.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Fixing steamsaw egos

#5 Post by visage »

All-righty. It was easy enough to special-case the two keys that appear both in special_combat egos and in base steamsaws.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Fixing steamsaw egos

#6 Post by visage »

The addon in question has been uploaded.

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