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[v1.7.0+] Planned Evolution

Posted: Fri Sep 22, 2023 6:39 pm
by Zizzo
Still playing around with nsrr's Barbarian evolution addon, and one inconvenience I've found, for me at least, is remembering to "manually" save points in my talent point plan for the dual-wielding trees provided by the evolution. That's the sort of thing Talent Point Planner's extension hooks are for, so I've started a new Planned Evolution addon to use them. For now I'm covering the evolution addons I currently use (which for now is just Barbarian), but I am taking requests. (Although if you're the author of an evolution addon, it's easy to provide this support in your own addon; you can use this addon as an example to work from.)

And looking ahead, I suppose this would be suitable to go into ZOmnibus, maybe even ZOmnibus Lite.

[Implementation notes:]

Code: Select all

Hooks:
  TalentPointPlanner:talentSource [to add our talent sources]

Re: [v1.7.0+] Planned Evolution

Posted: Sat Nov 25, 2023 1:54 am
by Zizzo
Got a new one for v1a: the Táltos evolution for Tradewind_Rider's Quantum Slider class gives a bunch of bonus talent points, which we can now factor into the planner. [I'm sorely tempted to remove the 1500-paradox requirement while I'm here, on the grounds that it's either ludicrously dangerous or pointless spamming, :roll:, but that would happen in a separate addon if I ever did it.]

Re: [v1.7.0+] Planned Evolution

Posted: Tue Oct 01, 2024 5:01 pm
by Zizzo
Got another new one for v1b: the Dark Apostate evolution for Dark Master's Psionic Blade class gives a whole lot of talent trees, and I'm gonna need the planner to figure out how to spread my points between them… :?

Re: [v1.7.0+] Planned Evolution

Posted: Fri Jul 11, 2025 11:12 pm
by Zizzo
My never-ending quixotic quest to find excuses to create new characters :oops: :wink: has recently led me to the Brawler evolution Steam-Fu Adept from shad3's Steam-Fu addon, which adds some fun new trees to play with. We add support for this in v1c; it should also properly handle the points backed out of the Finishing Moves tree when you take the evolution, but that's not extensively tested yet.

Re: [v1.7.0+] Planned Evolution

Posted: Tue Apr 28, 2026 6:33 pm
by Zizzo
And I'm still fishing for excuses to start new characters… :oops: :mrgreen: This time I've found monju3072's Wyarm Evolution for Wyrmic addon. Curious to learn more about it, I checked the characters vault and, to my surprise, couldn't find any characters at all who had taken this evolution. Well, that cannot stand, of course, :twisted: so v1d adds support for the evolution. We should properly handle returning talent points from the unlearned two-handed/shield talents and Weapon Mastery, but my first test character is probably going to be a breath/mindstar Wyrmic, so that might not be immediately tested. :wink: :?

Re: [v1.7.0+] Planned Evolution

Posted: Mon May 04, 2026 7:28 pm
by Zizzo
Finally figured out why this wasn't working the way I was expecting. See, what I was testing was the case of, for instance, a Wyrmic who has a point plan without the Wyarm evolution and then changes their mind around level 10 and tries to add the Wyarm evolution to their plan. The planner setup would dutifully remove the Two-handed Assault tree and refund points spent therein to the planner clone — and then, since the existing plan says those points are supposed to be there, the planner would add them right back. :oops: :roll:

Obviously what we need to be doing in this case, and what we are now in fact doing in v1d.1, is clearing the relevant talents/trees from the existing point plan at the same time. This affects both the Wyarm evolution and the Steam-Fu Adept evolution. We Apologize for the Error.™ :oops: