Adventurer+Multi Evolutions [2.2.3]

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Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Adventurer+Multi Evolutions [2.2.3]

#1 Post by Pisastrish »

link

2.2.3
This addon does three main things:
Lets adventurers take class evolutions from any class as long as they fulfill the other requirements.
Adds a game option that removes the "only one race/class evolution" restriction, so that any character can take any number of evolutions available to them (e.g. archmage with both Technomancer and High Thaumaturgist).
Adds a game option that lets you remove some or all requirements from prodigies (both options are off by default but can be changed at any time with no issue).

If you take multiple class evolutions, this will combine their names for your class evolution description (like fallhaumancer or highhnomallen). If a class who's trees are normally unavailable to adventurers ever gets an evolution, it will be unavailable to adventurers by default, but can be taken if you have Slightly More Adventurous or Much More Adventurous active.

Seems to be almost fully compatible with Zomnibus, the only issue is that while playing an adventurer, the point plan dialog doesn't display trees from evolutions in the "known non-level-up talent sources." I may work on this in the future, but it's probably easier for Zizzo to fix if that's something they're interested in.
Last edited by Pisastrish on Thu Nov 05, 2020 7:42 pm, edited 15 times in total.

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.6.1+] Adventurer Evolutions

#2 Post by Pisastrish »

I think if I could generate a list of all classes I could make this compatible with all evolutions, but I'm not sure how to do that during the game.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: [1.6.1+] Adventurer Evolutions

#3 Post by Frumple »

You... might check out the multi-class/randboss rondo add-on, I think? I'm not exactly an add-on dev or coder, but it seems to do something similar to generating a class list when you're selecting your extra class(es). Way it does it might not be congruent with what you have, but it's a mid-game class list pull up, sorta'.

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.6.1+] Adventurer Evolutions

#4 Post by Pisastrish »

That's exactly what I needed, thanks! I've updated it and it should work with all possible class evolutions now.

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.6.1+] Adventurer Evolutions

#5 Post by Pisastrish »

2.0.0 Removed the talent that changes your class name, and now passively allows adventurers to select evolutions if they fulfill all requirements besides class. If an evolution is available to multiple classes, it lets you pick which class to take it as, and temporarily changes your character to that class when you learn the talent (in case any future evolutions have different effects depending on your class). If you take multiple class evolutions as an adventurer, it takes part of the name from each to make the class evolution name displayed on your character sheet.

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.6.1+] Adventurer+Multi Evolutions

#6 Post by Pisastrish »

2.2.0 Some miscellaneous fixes since my last post, but most importantly added an option that lets any class take multiple evolutions. (use 2.1.2 if still on 1.6.7)

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.7.0+] Adventurer+Multi Evolutions

#7 Post by Pisastrish »

2.2.1 In case any future evolutions have special requirements that are effectively class requirements, I added an option that lets you remove special requirements from class evolutions. Since it wasn't any more work, it also lets you remove every requirement from every prodigy.

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: [1.7.0+] Adventurer+Multi Evolutions

#8 Post by Elkan »

Seems to be broken as of the latest beta. Attempting to obtain any prodigy on an adventurer gives a lua error out and eats the prod point, which in unsurprising given the changes to handling revolutions I guess

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.7.0+] Adventurer+Multi Evolutions

#9 Post by Pisastrish »

Yeah I knew I’d need to update it since I saw the patch notes, just haven’t gotten around to it yet. Hopefully will happen before the official release

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.7.0+] Adventurer+Multi Evolutions

#10 Post by Pisastrish »

Updated! Everything worked when I tested it, but beta5 changed a lot of things this affects, so let me know if you find other bugs.

Thanks for saying something so I didn't just keep procrastinating on this haha

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: [1.7.0+] Adventurer+Multi Evolutions

#11 Post by Elkan »

Thanks for the quick update, It's appreciated

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: [1.7.0+] Adventurer+Multi Evolutions

#12 Post by Pisastrish »

Updated to 2.2.3 for the official release of 1.7. No major changes, but I had to remove some compatibility with point plan dialog because the method I used before would need annoying code for every evolution with a tree. I might look into a better solution in the future

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