[v1.7.0+] Prepare Stealthily/Consolidated Artifice

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
Zizzo
Sher'Tul Godslayer
Posts: 2521
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

[v1.7.0+] Prepare Stealthily/Consolidated Artifice

#1 Post by Zizzo »

Been fiddling around with chucksneed's Trapmaker class (fun so far, but dunno how far I'm going to be able to get with it…), and it's reminding me afresh of some minor annoyances with traps and tools that I've also run into while following GrayStillPlays' stealth/throwing knives rogue build (since Trapmaker also seems to want to be run in a semi-permastealth mode). As is my standard practice, :wink: I've whipped up a couple addons to address those annoyances, and since they're kind of related, I'm announcing them both at once:

Prepare Stealthily: Reminiscent of Stealth Transmo; it vaguely annoyed me that changing my prepared traps or tools would break stealth, especially when changing my poisons mix doesn't. As a first pass, we just unilaterally set all the relevant talents to 100% chance of not breaking stealth; if people think that's too powerful, I can rein it in a bit and require that no hostiles be visible, as I did in Stealth Transmo (which I expect will be a lot easier to achieve with talents than with objects).

Consolidated Artifice: This one was a bit more annoying: why, I thought, do I need six talents cluttering up my toolbar and taking up valuable hotkey real estate for things that I'm likely to do only a handful of times in the course of the game? Well, that's where this addon comes in. :twisted: In the new arrangement, we only need two active talents, Trap Mastery and Rogue's Tools, from whose expanded dialogs you can do all your trap or tool preparation at once. The other talents are changed to passive, and influence the behavior of the two main dialogs, as shown below:
prepare-traps-dialog.jpg
prepare-traps-dialog.jpg (61.83 KiB) Viewed 3731 times
prepare-tools-dialog.jpg
prepare-tools-dialog.jpg (79.36 KiB) Viewed 3731 times
If I've done this right, the extra talents should still have all their usual effects; for instance, the effects of your second tool, as prepared under the "Tool 2" column, will still scale with your Cunning Tools talent level, just as it did when you were using that talent to prepare said tool.

[And looking ahead, I'm not sure if either of these could go into ZOmnibus or ZOmnibus Lite, since neither is really amenable to being turned on or off via a game option.]

[Implementation notes:]

Code: Select all

Prepare Stealthily:
  Hooks:
    ToME:load [to modify talents]

Consolidated Artifice:
  Hooks:
    ToME:load [to modify talents]
  Superload:
    data/talents/cunning:
      traps.lua [to expose some trap-related utility methods]
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2521
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.7.0+] Prepare Stealthily/Consolidated Artifice

#2 Post by Zizzo »

Frequently Asked Questions for Consolidated Artifice:

Hey! The Prepare Tools dialog lets me prepare the Assassinate enhancement without preparing Hidden Blades.

Yes, this reproduces the original behavior of the Master Artificer talent, which also allows you to prepare an enhancement for a tool you haven't prepared. In both cases, you should find that the Assassinate talent is unusable until you prepare Hidden Blades.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2521
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.7.0+] Prepare Stealthily/Consolidated Artifice

#3 Post by Zizzo »

Well, that was embarrassing… :oops: v1a for Consolidated Artifice fixes a stupid typo in the Prepare Traps dialog that was preventing trap priming from working.
"Blessed are the yeeks, for they shall inherit Arda..."

Post Reply