1.6 Ancestral Life Code Question

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Snarvid
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1.6 Ancestral Life Code Question

#1 Post by Snarvid »

I am not code-y. I would appreciate help from more savvy folks on figuring out whether or not the new Ancestral Life talent works in conjunction with Healing Infusions. It did not in previous editions, but Ancestral Life has changed significantly and it would make sense in the current edition if it did.

Code dump from 1.5X, borrowed from an Erenion post.
Erenion wrote:Healing infusions (probably only those, I didn't find any other heals with this attribute) are specifically coded not to trigger Ancestral Life.

Relevant code (from inscriptions.lua):

Code: Select all

self:attr("allow_on_heal", 1)
self:attr("disable_ancestral_life", 1)
self:heal(data.heal + data.inc_stat, t)
self:attr("disable_ancestral_life", -1)
self:attr("allow_on_heal", -1)

self:removeEffectsFilter(function(e) return e.subtype.wound end, 1)
self:removeEffectsFilter(function(e) return e.subtype.poison end, 1)

HousePet
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Re: 1.6 Ancestral Life Code Question

#2 Post by HousePet »

Why are you posting v1.5 code when you want to know about v1.6?
My feedback meter decays into coding. Give me feedback and I make mods.

Zizzo
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Re: 1.6 Ancestral Life Code Question

#3 Post by Zizzo »

Snarvid wrote:I would appreciate help from more savvy folks on figuring out whether or not the new Ancestral Life talent works in conjunction with Healing Infusions. It did not in previous editions, but Ancestral Life has changed significantly and it would make sense in the current edition if it did.
[sound F/X: source diving] Healing infusions do still set the "disable_ancestral_life" flag, but AFAICT nothing actually checks for it, so it should work normally.
"Blessed are the yeeks, for they shall inherit Arda..."

Snarvid
Spiderkin
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Joined: Mon Mar 28, 2011 12:42 pm

Re: 1.6 Ancestral Life Code Question

#4 Post by Snarvid »

Thank you, Zizzo! I appreciate your frequent code diving on behalf of the curious but code-hapless! *returns to beta Drem Oozemancer experiments*

HousePet - in part to explain why I was asking, but mostly because I thought being able to search for or consult the 1.5 code might make answering the 1.6 question easier. Lowering the time cost for the person answering the question for me seemed functional (might increase my chance of getting a correct answer) as well as courteous (as I was asking for someone else's help and time and if I could save some of their time in the process that's a win-win).

HousePet
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Re: 1.6 Ancestral Life Code Question

#5 Post by HousePet »

Given the confusing situation of leaving code (the old ancestral life disabler) in there (1.6 code) that doesn't do anything anymore, rather justifies the example code you supplied.
My feedback meter decays into coding. Give me feedback and I make mods.

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