Verdant Class Pack: v2.3

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pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack: v2 Released!

#286 Post by pheonix89 »

Few odd things I've noticed with the mod now that I'm back to playing.

Eating the Temporal Wyrm Heart gives you Chronomancy/Blink Drake regardless of class. It should probably only do that if you're playing a Wyrmic.

Blink Drake is listed as Chronomancy but isn't in any way.

Blood Drake doesn't act like Corruption at all either.

Given that Scourge Drake and Undead Drake do use Insanity and Souls respectively that doesn't feel right.

Also it looks like you were trying to make Wild Drake, Blood Drake and Blink Drake unlock from birth if you've already gotten them but couldn't get the carryover logic working from what I'm seeing of the Blink Drake and Wild Drake acquisition code (yeah, I went code diving after seeing a Writhing One get Blink Drake).

Anyway nekoarcos figured out multiple ways to do that in Odyssey Of The Summoner.

I'm still trying to parse what he did to make doing certain things enable custom class avatars that then enable alt-modes for classes at birth if selected, but there's a very simple setup he's using to make things from one playthrough modify an event in later ones:

event that sets condition
game:setAllowedBuild("<Whatever>", false)

conditional to see if the event has fired in any playthrough
if profile.mod.allow_build["<Whatever>"] then

It's similar to the standard unlock method used in the base game: Only difference is using false instead of true in the setAllowedBuild and calling a check in gameplay instead of having the birther do it.

Ah, what the heck, I'll do a dummy test in a few minutes and see if it works the way I think it does.

Edit: Yeah, it works the way I think it does.

The false "just" suppresses notification messages.

putting
game:setAllowedBuild(<unlock tag x>, false)

in each of the three talent unlock sequences and changing

getBirthDescriptor("subclass", "Wyrmic").unlockable_talents_types[<unlock x>]={false, 0.3}
to
getBirthDescriptor("subclass", "Wyrmic").unlockable_talents_types[<unlock x>]={false, 0.3, <unlock tag x>}

will almost certainly work and definitely won't crash anything.

Can't say it works with 100% certainty because I can't test the transfer without uploading the modified version of Verdant I used to make sure it doesn't crash anything and that wouldn't be kosher.

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#287 Post by HousePet »

Its working mostly as intended.
Blink is Chrono and Blood is Corruption to make it absolutely clear that they aren't going to work with antimagic anythings. Making them use paradox/vim just adds semi pointless complexity. (More Willpower boosts your use of Paradox and Equilibrium and using Vim raises Equilibrium anyway.)

They are not intended to be permanent unlocks for future characters. What you saw in the birth file is simply there to grant the categories at a higher mastery level for Wyrmic.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#288 Post by HousePet »

Also: I'm seriously considering removing the Antimagic Balance mechanic from Druid, because it requires me to overwrite a couple of core game mechanic functions, which breaks things every major game update.

For anyone looking blank at the moment: Antimagic Balance is a tweak to the code which stop arcane disruption applying to any talent tagged as a spell and a wild-gift, eg all Druid talents.
This also allows them to use arcane disrupting equipment without the spellpower penalty or sustains deactivating.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack: v2 Released!

#289 Post by pheonix89 »

HousePet wrote:Its working mostly as intended.
Blink is Chrono and Blood is Corruption to make it absolutely clear that they aren't going to work with antimagic anythings. Making them use paradox/vim just adds semi pointless complexity. (More Willpower boosts your use of Paradox and Equilibrium and using Vim raises Equilibrium anyway.)

They are not intended to be permanent unlocks for future characters. What you saw in the birth file is simply there to grant the categories at a higher mastery level for Wyrmic.
Ah.

Was kind of confused by seeing all the cases that can never trigger in that case in the code. I assumed that birth unlock was planned because there wasn't any reason to handle the player already having it if there's no birth unlock and 2/3 of the unlock events exclude Adventurers.

Is it WAD that Blink-Drake is available to everyone but the others aren't?

HousePet
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Re: Verdant Class Pack: v2 Released!

#290 Post by HousePet »

Yeah, its a Dragon Heart which typically grants Harmony or Vile Life from the other ones. So I just allowed the Temporal Heart to grant the category to anyone as an optional sidegrade.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack: v2 Released!

#291 Post by pheonix89 »

HousePet wrote:Yeah, its a Dragon Heart which typically grants Harmony or Vile Life from the other ones. So I just allowed the Temporal Heart to grant the category to anyone as an optional sidegrade.
Ah.

Fits the dragon heart pattern, breaks the class ability unlock pattern.

I can't think of any other global class talent unlock. A few unlockable class talents are given to multiple classes, but no globals.

----

Edit: Deleted derpy idea.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#292 Post by HousePet »

Currently upgrading this addon to work nicely with Cults.
So if anyone has any bugs, suggestions or requests, now is a good time to give them.
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Verdant Class Pack: v2 Released!

#293 Post by Thexare »

Yeah, one issue comes to me for the Woodsman. They have Archery Prowess as a locked category, which is (ever since the Archer rework) built around the use of Marks. The Woodsman has no way I saw to apply those, making those skills significantly less useful (and the first isn't usable at all).

HousePet
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Re: Verdant Class Pack: v2 Released!

#294 Post by HousePet »

Oh good point. I need to review which archery categories it has.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
Uruivellas
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Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Verdant Class Pack: v2 Released!

#295 Post by nsrr »

My biggest beef with this pack has always been Claw Block.

HousePet
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Re: Verdant Class Pack: v2 Released!

#296 Post by HousePet »

Yeah I'll see if the code has changed enough to let me do that without overwriting a massive chunk of the combat code.
Otherwise I'll look into changing it to something else.

Edit: The code change I need hasn't happened yet. I'll check if 1.6 will have something useful.
My feedback meter decays into coding. Give me feedback and I make mods.

Lokean
Halfling
Posts: 88
Joined: Sun Dec 10, 2017 12:27 am

Re: Verdant Class Pack: v2 Released!

#297 Post by Lokean »

HousePet, don't you have an account for the Tome git repository? Wouldn't it make sense to make the change and post a merge request?

Going out on a limb, I suspect you're wanting to do the same thing as I am doing: instantiating repelled, crit, evaded and deflect prior to the hook in attackTargetWith and passing them in? It's an obvious and useful change and I already chatted to Shibari about various code tidying I'd like to contribute over the summer, but don't really have time at the moment to finish the addon I was making, let alone refactor core code.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#298 Post by HousePet »

I could do it, but I've had changes not get in before. Its frustrating to do code, test it and it not go anywhere.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack: v2 Released!

#299 Post by pheonix89 »

HousePet wrote:Currently upgrading this addon to work nicely with Cults.
So if anyone has any bugs, suggestions or requests, now is a good time to give them.
Could you do something to make Ember Scales's level 5 trail have IFF like the damage aura does?

If you have it active and bump-switch in town you aggro the person you switched with. It's also unusable on escort missions. Having to turn it off when I got to town, or before level changing on maps that spawn escorts is annoying micro.

Level 5ing a talent should not add micromanagement.

HousePet
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Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#300 Post by HousePet »

Probably going to be painful to implement, but I'll give it a go.
My feedback meter decays into coding. Give me feedback and I make mods.

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