[v1.5.0+] TK Mindstars Are Weapons
Posted: Sat Oct 26, 2019 10:00 pm
In my ongoing quixotic quest to get a tri-star Yeek Mindslayer off the ground, it's always vaguely bugged me that I can't actually fight with a psi-bladed mindstar in the TK slot. Yanking in hostiles seems to be a questionably useful effect of TK-wielding a mindstar, especially since it means that the only benefit of upgrading said TK-wielded mindstar is yanking in hostiles from further away.
It just seems to me that a mindstar in the TK slot should be just as much a weapon as a mindstar in your hand. My new TK Mindstars Are Weapons addon takes a stab (pun only partly intended
) at that, modifying Beyond the Flesh, Resonant Focus and Frenzied Focus so that TK-wielded mindstars behave like TK-wielded weapons, semi-autonomously attacking adjacent hostiles.
(There is one behaviour that I couldn't modify, though; Kinetic/Thermal/Charged Aura still behave mindstar-ishly, damaging adjacent hostiles once per turn, rather than weapon-ishly, adding extra damage to weapon strikes. The handling for that is buried deep in the combat code, where superloading it would be nigh impossible. We Apologize for the Inconvenience.™)
[And no, this probably isn't going into ZOmnibus…
]
It just seems to me that a mindstar in the TK slot should be just as much a weapon as a mindstar in your hand. My new TK Mindstars Are Weapons addon takes a stab (pun only partly intended

(There is one behaviour that I couldn't modify, though; Kinetic/Thermal/Charged Aura still behave mindstar-ishly, damaging adjacent hostiles once per turn, rather than weapon-ishly, adding extra damage to weapon strikes. The handling for that is buried deep in the combat code, where superloading it would be nigh impossible. We Apologize for the Inconvenience.™)
[And no, this probably isn't going into ZOmnibus…
