[v1.0.0-1.0.5] Ignore Race/Class Locks

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Zizzo
Sher'Tul Godslayer
Posts: 2525
Joined: Thu Jan 23, 2003 8:13 pm
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Re: [v1.0.0-1.0.5] Ignore Race/Class Locks

#46 Post by Zizzo »

1.7.4 adds a new locked class evolution, which usually requires a bit of extra effort on our part; v1e.1 should cover bypassing that lock. (The new locked class should come along for free; if it doesn't, let me know and I'll investigate.)
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: [v1.0.0-1.0.5] Ignore Race/Class Locks

#47 Post by astralInferno »

Yo!
Just as a heads up, I just updated my race pack with a new piece of Lock functionality.

Code: Select all

local super_getLock = _M.getLock
function _M:getLock(d)
	if d.errorlock then 
		local ret = d.errorlock(self)
		if ret == "hide" then return "hide" end
		if not ret then return true end
	end
  
  	return super_getLock(self, d)
end
The addon's weight is higher than this, so my code sneaks in and works first.
This way, by giving something an errorlock field, I can force it to stay locked even with this active.
This is used so that I can load races that need, say, a DLC installed, even without the DLC, and keep it locked, and have it display "This race needs Ashes to load". I wonder if this might be useful functionality for you to add..? I'm not sure anyone else would want to use it, but they're free to if they want to. (Although I would be very upset if they used it to just... stop this addon working, and not because they're using it to seal something away while it would be broken.)

Anyway, just thought it'd be good practice to let you know I was interacting with this mod.

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