Furrae Races

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Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#181 Post by Hellcommander »

Maybe so its not a pain early on Animal kins should start with the defualt enhanced training in mind stars so they dont have to hunt gold to have good melee damage since their range options are lacking as is as in 1.20 unlocked.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#182 Post by Hellcommander »

Found another issue with the Animal Kin class seems together forever is not reducing equilbrium at all for animal companions tested with new multihued wyrern i tamed from dreadfall its equilbrium did not drain at all with max rank.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#183 Post by Hellcommander »

I've got another idea for the Animal Kin class how about granting a sub abilty for each of the pet slots so that they can be released when you want to use kenneling to place pet away so that you dont have a strong pet killing the pet you are trying to tame.

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#184 Post by nuku »

Bosses should now not have it, yay!

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#185 Post by Hellcommander »

You going to fix up the Together Forever's Equilibrium decreaser for current active pet?

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#186 Post by nuku »

Looks like it should be decreasing it in the code here. What's it doing exactly?

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#187 Post by Hellcommander »

Not decreasing equilibruim at all my wyrvern that does not have meditate has insane about of equilibruim built up because its equilibrium is not being dropped by sustain on player. (has over 64% equilibrium atm and only talent it was to decrease equilibrium is swallow that it harderly uses and fails to use because its so out of balance)

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#188 Post by nuku »

Hmm, maybe someone can recognize what horrible error I have unleashed: animalfriend:incEquilibrium(0 - t.getPercentage(self, t))

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#189 Post by Hellcommander »

here just tweak this combined code from meditate

newTalent{
name = "Together Forever",
image = "talents/multiply.png",
type = {"wild-gift/animal-training", 3},
require = gifts_req2,
points = 5,
mode = "sustained",
sustain_equilibrium = 20,
remove_on_zero = false,
cooldown = function(self, t) return 20 end,
range = 0,
requires_target = false,
on_learn = function(self, t)
self.animalfriend.equilibrium_regen_on_rest = (self.animalfriend.equilibrium_regen_on_rest or 0) - 0.5
end,
on_unlearn = function(self, t)
self.animalfriend.equilibrium_regen_on_rest = (self.animalfriend.equilibrium_regen_on_rest or 0) + 0.5
getPercentage = function(self, t)
return self:getTalentLevel(t)
end,
getClear = function(self, t)
if self.summoner then
return self.summoner:getTalentLevel(t) * 2
else
return self:getTalentLevel(t) * 2
end
end,
do_statusclear = function(self, t)
local effs = {}
-- Go through all spell effects
for eff_id, p in pairs(self.tmp) do
local e = self.tempeffect_def[eff_id]
if e.status == "detrimental" then
effs[#effs+1] = {"effect", eff_id}
end
end

if #effs > 0 then
local eff = rng.tableRemove(effs)
if eff[1] == "effect" and rng.percent(t.getClear(self, t)) then
self:removeEffect(eff[2])
game.logSeen(self, "%s has recovered with their friend's help!", self.name:capitalize())
end
end
end,
callbackOnActBase = function(self, t)
local tt = self:isTalentActive(t.id)
if not tt then return end
if not self.animalfriend then
return nil
end
if self.animalfriend.dead then
return nil
end
mine = self.life / self.max_life
pet = self.animalfriend.life / self.animalfriend.max_life
animalfriend = self.animalfriend
if mine < 0.26 and pet < 0.26 then
return nil
end
if mine > 0.89 and pet > 0.89 then
return nil
end
animalfriend:incEquilibrium(0 - t.getPercentage(self, t))

if mine > pet then
amount = self.max_life * t.getPercentage(self,t) / 100
self.life = self.life - amount
animalfriend:attr("allow_on_heal", 1)
animalfriend:heal(self:mindCrit(amount*1.5), self)
animalfriend:attr("allow_on_heal", -1)
t.do_statusclear(animalfriend, t)
else
amount = animalfriend.max_life * t.getPercentage(self,t) / 100
animalfriend.life = animalfriend.life - amount
self:attr("allow_on_heal", 1)
self:heal(animalfriend:mindCrit(amount*1.5), animalfriend)
self:attr("allow_on_heal", -1)
t.do_statusclear(self, t)
end
end,
activate = function(self, t)
local ed = (0 - t.getPercentage(self, t))
animalfriend.equilibrium_regen_on_rest = (animalfriend.equilibrium_regen_on_rest or 0) + 0.5
animalfriend:talentTemporaryValue(ret, "equilibrium_regen", -ed)
return {}
end,
deactivate = function(self, t, p)
return true
end,


info = function(self, t)
local rest = 0.5 * self:getTalentLevelRaw(t)
return ([[You and your animal friend are in it together to the bloody end. Every round whichever one of you is less injured will give up life energy to renew the other. They will give up %1.1f%% of their hit points and restore half again as much. This will not trigger if the most healthy of the two is at or below 25%%, or if neither is injured beneath 90%%.
This will also cure 1 negative status with a %d%% chance on the party being healed.
While active, your animal friend will begin to lose equilibrium at a rate of %d per round.
Also, any time you are resting (even with Together Forever not sustained) you aid your animal friend in entering simple meditative state that lets them regenerate %0.2f equilibrium per turn.]]):
format(t.getPercentage(self,t),t.getClear(self,t),t.getPercentage(self,t), rest)
end,
}

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#190 Post by nuku »

None of that explains how to alter equilibrium, just set it to regen on rest.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#191 Post by Hellcommander »

adding
local ed = (0 - t.getPercentage(self, t))
animalfriend.equilibrium_regen_on_rest = (animalfriend.equilibrium_regen_on_rest or 0) + 0.5
animalfriend:talentTemporaryValue(ret, "equilibrium_regen", -ed)

to your empty activate function field at the end should in theory grant for animal friend a buff to equilibrium regen as long as the sustain is up if i coded it right and its a good idea to allow pets to have some regen extra on rest anyway so i added that to skill just in case you have not befriended a rare with the talent.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Furrae Races

#192 Post by HousePet »

I hope you are defining 'animalfriend' before doing all that stuff to it.
My feedback meter decays into coding. Give me feedback and I make mods.

nuku
Halfling
Posts: 112
Joined: Tue Jan 31, 2012 3:06 pm

Re: Furrae Races

#193 Post by nuku »

Yes, animalfriend is quite defined, and aborts out if it isn't defined without crashing.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#194 Post by Hellcommander »

well seems i messed up on the ref to pet just tested in cheat mode

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Furrae Races

#195 Post by Hellcommander »

housepet any idea how to fix that skill your good with code

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