This is my fork of windbringer's Hero addon. I originally forked it just to add the cursed aura possibility to them, but then I started adding alternate, slightly specialised heroes. I'm making a new thread to keep bugs and requests in one place.
Get it here!
Features:
Hero
The original, the Hero has all talent categories that your race could take, like an adventurer, but has them at 1.2 talent mastery so they actually have impact. He also has enhanced stat points, but he has a -1 to all stats but con.
All Heroes (Including those below) have a passive boost to encumbrance and most resource recovery mechanics - if you're playing a Hero, it's assumed that you're not here for balanced resource juggling. There's also a large chunk of bonus luck, which I'd wonder why if it actually did much.
Arcane Hero
The Arcane Hero has both Phase Door and Channel Staff as bonus talents, and starts in Angolwen, unless they have a really strong racial start to overcome that. (Undead will overwrite it because I can't work out how to alter their faction, Doomelf might overwrite it?)
They originally only had Channel Staff, but I realised you /need/ phase door to do the Angolwen starter quest.
They have a +1 to magic, +0 constitution and willpower, and -1 to other stats. Unlike all other Heroes, they have a life rating of 1 to make up for their two useful talents.
Celestial Hero
The Celestial hero starts with Twilight as a bonus talent, and has the Sunwall start. This is setup to be compatible with the Midnight addon. They're also currently bugged; they have no starting items for unclear reasons.
I gave them Twilight because it really sucks to have to spend a category point on a utility tree that you don't want, but need for your resources to function.
They have a +1 to magic, +0 constitution and cunning, and a -1 to other stats.
Nature's Hero
The Nature's Hero receives Meditation, for the same reason as Twilight on the celestial, and also automatically has Antimagic unlocked. Given you can get it via quest, this doesn't seem like a huge deal, and it's a fun option.
They have +2 to constitution, +0 willpower, and a -1 to other stats.
Psionic Hero
Easily the most OP option here, the Psionic Hero receives Telekinetic Smash, granting them Beyond the Flesh and the ability to wield weapons, gems, or mindstars telekinetically. I beg that you don't just use this instead of base Hero, but I made my bed.
In return, they have a -1 to Strength, Dexterity and Magic, and no bonus stats.
Temporal Hero
Changed in the recent update, the Temporal Hero now receives Dimensional Step as well as Spin Fate. I couldn't think of a useful 'standard' chronomancy talent, but when I realised I'd given Phase Door to arcane, Dimensional Step became a clear outlier. Though, I did nerf their health for it, so I may have to re-reconsider.
Obviously, they use the Chronomancer starting zone and quest.
They have a +1 to willpower, +0 constitution and magic, and a -1 to other stats.
Warrior Hero
An outlier compared to the starting zone Heroes, the Warrior Hero was made due to it being near impossible to grab Armor Training 2 at chargen on a hero, making shield builds dicey impossible for a few levels. They receive Armor Training 2 for free, and have the Combat Training tree unlocked for free.
They have a +1 to constitution, +0 strength and dexterity, and a -1 to other stats.
There's also DLC compatibility!
If it detects Ashes existing, it will add the Demon Hero.
Demon Hero
Demon Hero doesn't get a free talent, because there is no standard corruptor talent - though I'm tempted to give them Herald when they notice my Emblazoned addon exists. In theory, they start in the Ashes opening zone, and will go through their quests, but... I'm not 100% sure it works 100% of the time. It works sometimes, seems to fail others. I really don't know.
They have a +2 to constitution, +0 magic, and a -1 to other stats.
If it notices that Embers exists, it will both add the Tinker Hero, and perform some inconsistently successful editing of the others.
Tinker Hero
Tinker Hero, which was written for me by Raitzeno on the IRC, begin with Steamtech/Physics and Chemistry. They also have Shoot and 'left clicking performs shoot', like proper archery classes. They also have a Steam Generator Implant and a Medical Syringe Implant as base inscriptions, and both steamguns, steamsaws, a couple of salves and the APE in their transmog chest. (If you want to use tinkering, remember to take the APE out! I need to change this.)
They have a +2 to cunning, +0 willpower, and a -1 to other stats.
The file also edits all other heroes (including Demon) to start with two steamguns and two steamsaws in their inventory, as well as an APE and the two base salves. They DON'T currently receive implants, because I can't get them to work right.
Bugs
Hopefully none?
Requested Features
Exotic Weapons Mastery - I'm not sure if this is possible.
Multiple Racial Trees? - I'm not sure if this is morally permissible.
1.0.2
Hackily gave celestial heroes their items.
Provided implants.
Fixed tinker gear overwriting normal gear and cat points, hopefully.
1.0.3
Took a wild stab in the dark to give tinker hero tinker drops. Seems to have worked, aka I got an injector and a schematic in two floors.
Adventurer Plus (astralInferno fork)
Moderator: Moderator
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Adventurer Plus (astralInferno fork)
Last edited by astralInferno on Wed Mar 02, 2016 5:23 pm, edited 3 times in total.
Re: Adventurer Plus (astralInferno fork)
In three easy steps:astralInferno wrote: Requested Features
Exotic Weapons Mastery - I'm not sure if this is possible.
1)Create a "talents" file in your data folder and add this talent:
2)Change the load hook to load the talents file:newTalent{
name = "Give Exotic", short_name = "K_GIVE_EXOTIC",
type = {"technique/combat-training", 7},
info = "Grants Exotic Mastery",
mode = "passive",
hide = "always",
no_unlearn_last = true,
on_learn = function(self, t)
if self:getTalentLevelRaw(t) == 1 then
if self.player then
self.__show_special_talents = self.__show_special_talents or {}
self.__show_special_talents[self.T_EXOTIC_WEAPONS_MASTERY] = true
end
end
end,
}
3) Give the talent to any class you want to start with Exotic Mastery. (They may need to have the Combat Training tree, but I don't think it matters if it is locked or not, so any Hero should be able to use it.) I gave it to the Warrior Hero to test it, as that seemed to make the most sense:class:bindHook("ToME:load",
function(self, data)
ActorTalents:loadDefinition('/data-adventurerplusaura/talents.lua')
Birther:loadDefinition("/data-adventurerplusaura/birth/classes/adventurer.lua")
end
)
It's funny, 'cause I tried for a long time to come up with a way to have Naloren start with Exotic Mastery without tying it to one of their racial talents, but I couldn't think of a way. Then when I saw this post it just suddenly hit me how easy it would be to make a dummy talent to unlock it. This is based off code I used in Naloren that was based on code you used in Trench-Strider...
talents = {
[ActorTalents.T_ARMOUR_TRAINING] = 2,
[ActorTalents.T_K_GIVE_EXOTIC] = 1,
},
...

Re: Adventurer Plus (astralInferno fork)
command staff? are you sure you don't mean channel staff? because command staff is the talent that sets the primary damage type for a staff. why you don't necessarily have.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (astralInferno fork)
Hhhuh. I was actually thinking of Naloren as proof it couldn't be done. I'll try this!nsrr wrote:In three easy steps:astralInferno wrote: Requested Features
Exotic Weapons Mastery - I'm not sure if this is possible.
1)Create a "talents" file in your data folder and add this talent:2)Change the load hook to load the talents file:newTalent{
name = "Give Exotic", short_name = "K_GIVE_EXOTIC",
type = {"technique/combat-training", 7},
info = "Grants Exotic Mastery",
mode = "passive",
hide = "always",
no_unlearn_last = true,
on_learn = function(self, t)
if self:getTalentLevelRaw(t) == 1 then
if self.player then
self.__show_special_talents = self.__show_special_talents or {}
self.__show_special_talents[self.T_EXOTIC_WEAPONS_MASTERY] = true
end
end
end,
}3) Give the talent to any class you want to start with Exotic Mastery. (They may need to have the Combat Training tree, but I don't think it matters if it is locked or not, so any Hero should be able to use it.) I gave it to the Warrior Hero to test it, as that seemed to make the most sense:class:bindHook("ToME:load",
function(self, data)
ActorTalents:loadDefinition('/data-adventurerplusaura/talents.lua')
Birther:loadDefinition("/data-adventurerplusaura/birth/classes/adventurer.lua")
end
)It's funny, 'cause I tried for a long time to come up with a way to have Naloren start with Exotic Mastery without tying it to one of their racial talents, but I couldn't think of a way. Then when I saw this post it just suddenly hit me how easy it would be to make a dummy talent to unlock it. This is based off code I used in Naloren that was based on code you used in Trench-Strider...
talents = {
[ActorTalents.T_ARMOUR_TRAINING] = 2,
[ActorTalents.T_K_GIVE_EXOTIC] = 1,
},
...
Whoops, always mix those up.Radon26 wrote:command staff? are you sure you don't mean channel staff? because command staff is the talent that sets the primary damage type for a staff. why you don't necessarily have.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (astralInferno fork)
Uuugh. Due to the age old #badatthis effect, adding new tinker items was overwriting existing items, not adding to them. This also had the effect of removing their bonus cat points. And probably everything else.
Fortunately, the latest patch added tinker items to the base adventurer, and with that code precedent I fixed it. I also added steam implants successfully. (Canon adventurer currently doesn't get a steam generator, just the medical implants.)
I also came up with a hacky solution for the celestial hero not starting with items. So, yes. Success?
Fortunately, the latest patch added tinker items to the base adventurer, and with that code precedent I fixed it. I also added steam implants successfully. (Canon adventurer currently doesn't get a steam generator, just the medical implants.)
I also came up with a hacky solution for the celestial hero not starting with items. So, yes. Success?
Re: Adventurer Plus (astralInferno fork)
Why was the celestial hero not starting with items?
If it is what I think it is, there is a flag to ignore material level restrictions.
If it is what I think it is, there is a flag to ignore material level restrictions.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (astralInferno fork)
...I thought that might be right, but looking at the sun paladin and anorithil shows no such code. Did you have the same problem before you put it on the midnight classes?