Adventurous Arcane Combat

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astralInferno
Uruivellas
Posts: 827
Joined: Mon Jan 27, 2014 10:40 am

Adventurous Arcane Combat

#1 Post by astralInferno »

Changes Arcane Combat to work with the vast majority of spells that create a beam or bolt.
Addon available here!

(This list is not complete)

List of Spells
Mana
Flame
Lightning
Earthen Missiles
Chain Lightning
Manathrust
Pulverising Auger
Ice Shards (With or without Arcanum)
Invoke Darkness
Channel Staff (Only if you currently wield a staff)
Shock
Congeal Time
Stone Touch - Yep, this is a beam! A beam with range 1 until level 3.

Celestial
Moonlight Ray (Compatible with Midnight)
Firebeam

Paradox
Dust to Dust
Rethread

Vim
Blood Grasp
Bone Spear
Virulent Disease
Drain
Soul Rot

Planned
Heat Beam Rune
Lightning Rune
Frozen Spear Rune
Beam/bolt spells from Midnight, Arcanum, Verdant if any, and the Nullpack

1.0.8
-Updated for new Dark priest spells.
-Updated for the Radiant.
-Updated for the Empyreal and for Embers.
Last edited by astralInferno on Fri Sep 30, 2016 11:26 pm, edited 1 time in total.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Adventurous Arcane Combat

#2 Post by Radon26 »

there is only one thing i can say...

AWESOME!

would also be nice if it worked with psionic talent, but then it wouldn't be arcane combat, would it?

astralInferno
Uruivellas
Posts: 827
Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#3 Post by astralInferno »

Glad you like! =D
I saw people discussing the need for this a while ago. It only took me so long because I thought someone competent would do it. :p

I considered making it work with other talents, but didn't for that exact reason. I miiight be persuaded to make a second addon for that tho.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Adventurous Arcane Combat

#4 Post by Radon26 »

you could make it so from eTL 6 it also lets you wave, would be a reason to max it.
when i play, (unless i cheat and get ALL the points) i up it to 2 or 3, and past that the +3% chance just doesn't do much.

edit
tried a blighted blade.
this seem to work as intended. and with 5/5 in the drain spell, i pretty much never run out of vim. NEVER.

astralInferno
Uruivellas
Posts: 827
Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#5 Post by astralInferno »

Hmm. I cooould do that, but it doesn't really feel right. I'm very tempted to just make an alternate talent tree called Fused Combat or something.

Incidentally, the way arcane combat and temporal bolt are coded means that they'll play nice together! So that's been added, giving a chrono-blade a whole three spells to use.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Adventurous Arcane Combat

#6 Post by Radon26 »

the 1.4 says it lets arcane combat chose the spells you may trigger.

expecting an update, but not going to wait. i am going to see if i can do it on my end.

edit nvm,
made a check... instead of putting everything in one place, they decided to put a line "allow_for_arcane_combat = true,", in each of them...
yeah, i get the change, now moders can add their own spells to the pool, without interfering with things, but now it means this mod is kind of done for... forever.

astralInferno
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Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#7 Post by astralInferno »

Actually, no! Not only does this make this addon much easier, the same person who did the changes for the update also threw me a warning and a fix way in advance. Give me an hour or so and I'll dig it up and push it. :)

astralInferno
Uruivellas
Posts: 827
Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#8 Post by astralInferno »

Updated for 1.4!
The underlying code is now MUCH simpler, much easier in every way, and significantly better. :)

astralInferno
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Re: Adventurous Arcane Combat

#9 Post by astralInferno »

Updated with a WHOLE BUNCH of addon spells!

T_GOLEM_BEAM
T_DARKFIRE

-- Addon talents
-- Midnight
T_HP_MOONLIGHT_RAY
-- Arcanum
HP_RUBY_RAY
HP_BLIGHTNING
HP_FORCE_PUNCH
HP_MOLTEN_BOULDER
HP_LIQUID_LIGHTNING
HP_CHROMATIC_ORB
HP_PRISMATIC_CHAOS
HP_FLYING_WEAPON
HP_LESSER_MAGIC_MISSILE
HP_LESSER_LIGHTNING
HP_LESSER_HEAT_BEAM
HP_CHANNEL_STAFF
HP_DISINTEGRATE
-- Dark Priest
K_SMITE
-- Deathknight
DUSKWAKE
-- Emblazoned
INFERNO_INCINERATE
INFERNO_ENERVATE
INFERNO_SHADOW_CASCADE
-- Eternal Darkness
DEVOURING_SWARM
GRAVESPIKE
FINGER_OF_DEATH
-- Firmamancer
INFERNO_DAZZLING_FLARE
INFERNO_FIREBEAM
INFERNO_DEATH_DEALING_JOURNEY
INFERNO_RECKONING
INFERNO_EXODUS
-- Necromancy+
HP_JOLT_OF_FATE
HP_REST_IN_PEACE
-- Nullpack
NULL_TOXIC_BEAM
NULL_BALEFIRE_BOLT
NULL_SEARING_BEAM
NULL_FIREWALK
NULL_LIGHTNING_LEAP
NULL_SOLAR_BEAM
-- Pepper Pack
ABRUPT_INTRO
CHAIN_MELODY
DAZZLING_LIGHT
-- Rhaloren
INFERNO_TAINTED_BLAST
-- Tempus Fugit
HP_FLAMESHARDS
HP_GRAVEL_BOLT
HP_FAR_STRIKE
-- Trench Strider
INFERNO_CRESCENT_STRIKE
INFERNO_MOONSILVER_BLADE
INFERNO_NIGHTFROST
INFERNO_CHILL
INFERNO_BLOODSHINE
INFERNO_TWIN_DAWN
-- Verdant
HP_TEMPORAL_BREATH
HP_SANGUINE_BREATH
HP_ROLLING_BOULDER
HP_PRISM_LIGHT
HP_PRISM_NATURE
-- Witherer
HP_VITRIOLIC_SPEAR
HP_WITHERING_RAYS
HP_VILE_SWARM
HP_SWARM_RUSH

Technically, this hasn't really been tested; but I know Disintegrate works. I also happen to know that firmamancer Firebeam /doesn't/. I have zero idea why. I wanted to test if normal firebeam would, but turning off Firmamancer stopped tome from working. :cry:

astralInferno
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Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#10 Post by astralInferno »

The weight was set to 100, the default. This meant it was 50/50 whether any given addon would exist in time for this one to change them! And Firmamancer is 101, meaning this always preceded it.

Weight is now 2001, because Dark Priest weight is silly high. :wink:
Firebeam, and hopefully everything else, now works.

nsrr
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Location: Middle of Nowhere

Re: Adventurous Arcane Combat

#11 Post by nsrr »

astralInferno wrote: Weight is now 2001, because Dark Priest weight is silly high. :wink:
Yeah, I set it at that so I knew it would end up with my other add ons and thus be easier to find in my list of add ons when I needed to turn it on/off for testing. Thanks for considering me, though :D

astralInferno
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Re: Adventurous Arcane Combat

#12 Post by astralInferno »

If I like the addon enough to use it, I like it enough to put effort into being compatible with it.

astralInferno
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Posts: 827
Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#13 Post by astralInferno »

1.0.8
-Updated for new Dark priest spells.
-Updated for the Radiant.
-Updated for the Empyreal and for Embers.

silentsnack
Wayist
Posts: 23
Joined: Tue Feb 14, 2017 9:08 pm

Re: Adventurous Arcane Combat

#14 Post by silentsnack »

Whoops. I got annoyed with not having an option to cast random spells (Rethread+Firebeam) but never ever ever cast Congeal Time because it's a waste of mana when it could cast a damaging spell instead, and then noticed that all of the arcane combat mods seem to have some odd conflicts... so I ended up Frankensteining an all-in-one that combines Adventurous Arcane Combat with Zizzo's Arcane Combat Tweaks and also threw in parts of Grayswandir's Arcane Blade Tweak because its improved targeting is good and fun. The merged version should also be compatible with AAC (overwrites do_trigger but if you add any more spells to your allow_for_arcane_combat list)

Figured it would be courteous to ask for your OK before I upload it to the site, and maybe it could use a bit more testing by someone who's a better debugger than me before it goes live, but also while hacking around in your code I noticed a few things you might want to check out in your unchanged version:

t_inferno_arcane_destruction sometimes throws an error, which I somehow fixed by throwing a bunch of voodoo at it... not sure exactly which change fixed it but now I'm not getting errors every time I attack. The passive damage-on-hit was not properly shuffling on each hit when it was a 'passive' value, so I made it a callbackOnMeleeAttack and changed the damagetype selector's if X end if X end structure to use elseifs to reduce the computational load a bit. Also I remixed it a bit and added a Full-Spectrum Maximum Disco option that randomly picks from all types. Feel free to glean anything you like.

(edit: the attached file should be stable but is a few revisions out of date, but I'd rather not clutter up the entire forum uploading alpha versions I'm still not quite satisfied with enough to call them release-worthy)


edit2: finally got around to posting something - http://forums.te4.org/viewtopic.php?f=50&t=48220
Last edited by silentsnack on Sun Sep 03, 2017 3:43 am, edited 1 time in total.

astralInferno
Uruivellas
Posts: 827
Joined: Mon Jan 27, 2014 10:40 am

Re: Adventurous Arcane Combat

#15 Post by astralInferno »

oh wow.
Feel free to upload it, (obv I'd appreciate you mentioning parts came from me), I'm likely to end up using your version myself!

I havent written code in quite some time. I'll do some fixes... one day.

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