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

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

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

#1 Post by Zizzo »

Prompted by this thread, I'm finally getting around to releasing the Ignore Race/Class Locks addon that's been gathering metaphorical dust on my hard drive for a while. This addon bypasses the lock check for races and classes in the character creation dialog, allowing you to create characters with locked races or classes. Note that this addon doesn't actually unlock any races or classes, as I certanly wouldn't want to deprive anyone of the "fun" and "excitement" of accidentally tripping over whatever obscure and convoluted sequence of events was supposed to actually unlock any particular race or class.

[edit 2013-11-12 11:44pm: Technical info:]

Code: Select all

Superload:
  mod.dialogs.Birther:
    getLock() [to return false for race/class locks]
    applyingDescriptor() [to remove the allow_build[] check]
Last edited by Zizzo on Wed Nov 13, 2013 5:14 am, edited 4 times in total.
"Blessed are the yeeks, for they shall inherit Arda..."

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

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

#2 Post by Frumple »

Ahahaha, Zizz, you're a blessing. I gave you a little shout-out over on the B12 forum's T4 thread, pimping this addon out a bit.

Now to go download it, turn it on, and never turn it off again :lol:

eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

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

#3 Post by eliotn »

Can this also unlock the Wildfire/Cold trees for the Archmage?

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

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

#4 Post by Zizzo »

eliotn wrote:Can this also unlock the Wildfire/Cold trees for the Archmage?
Possibly; I'll need to investigate and find out where that lock is enforced.
"Blessed are the yeeks, for they shall inherit Arda..."

lukep
Sher'Tul Godslayer
Posts: 1709
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

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

#5 Post by lukep »

It looks like wildfire (etc) is checked in data/birth/classes/mage.lua. Moving them from unlockable_talents_types to talents_types (and deleting the last bit) should work. Also, with Poisons.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

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

#6 Post by Zizzo »

lukep wrote:It looks like wildfire (etc) is checked in data/birth/classes/mage.lua. Moving them from unlockable_talents_types to talents_types (and deleting the last bit) should work. Also, with Poisons.
Ooh, no no no, major bad juju overloading stuff in data/. [sound F/X: source diving] Ah, but the lock is actually enforced in a method in Birther, which I'm already superloading, so that shouldn't be a problem. [sound F/X: coding] And I've pushed out a new version of the addon with this change.
"Blessed are the yeeks, for they shall inherit Arda..."

eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

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

#7 Post by eliotn »

Zizzo wrote: Ooh, no no no, major bad juju overloading stuff in data/. [sound F/X: source diving] Ah, but the lock is actually enforced in a method in Birther, which I'm already superloading, so that shouldn't be a problem. [sound F/X: coding] And I've pushed out a new version of the addon with this change.
Thank you!

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

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

#8 Post by Zizzo »

And migrated to v1.0.1.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.0.0-1.0.1] Ignore Race/Class Locks

#9 Post by Zizzo »

And migrated to v1.0.3.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.0.0-1.0.1] Ignore Race/Class Locks

#10 Post by Zizzo »

And migrated again to v1.0.4.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.0.0-1.0.4] Ignore Race/Class Locks

#11 Post by Zizzo »

And migrated again to v1.0.5. I've slightly tweaked how the Wildfire/Cold tree locks are bypassed; let me know if anything breaks.
"Blessed are the yeeks, for they shall inherit Arda..."

Gunthar
Wayist
Posts: 28
Joined: Tue Feb 19, 2013 11:13 am

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

#12 Post by Gunthar »

Will be there an update to the most recent version (currently 1.1.5). I see 32/36 unlocks but I dunno what are the remaining 4.

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

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

#13 Post by Zizzo »

Gunthar wrote:Will be there an update to the most recent version (currently 1.1.5). I see 32/36 unlocks but I dunno what are the remaining 4.
[sound F/X: source diving] Well, first off, the addon has no effect on the numbers displayed in the title of the character creation dialog; those reflect things you've actually unlocked, and as the description says, this addon doesn't unlock anything, it just ignores some of the locks. More generally, any new locked races or classes will almost certainly use the same birth-descriptor locking mechanism as the current unlocked races and classes,? so they should get picked up by the addon automatically without further modification.

As for what unlocks you may be missing... [sound F/X: further source diving] let's see, the current counted locks are 18 classes, 3 races, 5 talent trees, 2 birth options, 2 difficulty levels, 2 campaigns, 2 cosmetic effects and an Alchemist class feature. (Hmm, that only adds up to 35. Dunno what the 36th one might be; maybe something Steam-specific?)

--
? Except for donator/buyable classes like Stone Warden, which use a different mechanism that this addon couldn't influence even if I wanted it to.
"Blessed are the yeeks, for they shall inherit Arda..."

Baldu
Yeek
Posts: 10
Joined: Tue Jan 14, 2014 9:24 am

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

#14 Post by Baldu »

Hello, would it be possible to improve this addon to also unlock the highest difficulties? I'd like to try a gimmick on Madness difficulty but it may be a while before I can beat Insane.

Zizzo
Sher'Tul Godslayer
Posts: 2009
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

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

#15 Post by Zizzo »

Baldu wrote:Hello, would it be possible to improve this addon to also unlock the highest difficulties? I'd like to try a gimmick on Madness difficulty but it may be a while before I can beat Insane.
Meh, that's starting to get into mission creep. I can offer you this, though. :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Post Reply