[v1.5.0+,Cults] Prophecy Management

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

[v1.5.0+,Cults] Prophecy Management

#1 Post by Zizzo »

Been pfutzing around with a Cultist of Entropy character recently, out of morbid curiosity. Beyond being sorely tempted to write an addon to make the Herald of Oblivion a direct summon, :twisted: the most obvious minor annoyance so far is juggling the prophecy-related summons, Grand Oration, Twofold Curse and Revelation. Notably, of course, having to manually "bounce" them every time you level up, but also that the only way to change the prophecy associated with each one is to deactivate and reactivate it.

To improve on that, I whipped up my new Prophecy Management addon, which adds the eponymous Prophecy Management talent, learned automatically when you learn Prophecy. The main purpose of the Prophecy Management talent is to access the Prophecy Management Dialog:
prophecy-dialog.jpg
prophecy-dialog.jpg (185.31 KiB) Viewed 2027 times
via which you can set the prophecies for all three sustains at once. Once you've set the prophecy for a sustain via this dialog, the sustain will automatically use that prophecy when you reactivate it, and the levelup dialog will "bounce" the sustain for you automatically. In addition, changing the prophecy associated with an active sustain via this dialog will take effect immediately, without having to deactivate and reactivate the sustain. You can assign prophecies to sustains you don't know yet, as a convenience (and to make coding easier), but you can't assign prophecies you don't know yet to sustains. We also catch and remember prophecies selected via each sustain's individual dialogs.

[One small potentially detrimental side effect of all this: the game currently goes to some effort to prevent the prophecy-related sustains from being deactivated by the Weirdling Beast or other effect-canceling talents (the code notes, "Having these dispelled is very annoying as you have to remember and repick all your settings"). Setting a remembered prophecy for a sustain has the side effect of removing that protection, so that the WB can knock out your Grand Oration. We Apologize for the Inconvenience.™]

[Technical notes:]

Code: Select all

Hooks
  ToME:load [load our new talent and modify existing prophecy-related talents]
  ToME:run [further modification of prophecy-related talents]
Superload:
  mod.class.Actor:
    postUseTalent() [note prophecies chosen via the original sustain dialogs]
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.5.0+,Cults] Prophecy Management

#2 Post by Zizzo »

v1a.1 fixes some really sloppy handling of keyboard input in the Prophecy Management dialog. :oops:
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.5.0+,Cults] Prophecy Management

#3 Post by Zizzo »

[sound F/X: forehead repeatedly striking desk] I've made this mistake before; you think I'd have learned better by now… :oops: As a reminder to aspiring addon authors, "table.set(t, 'x', 'y', nil)" is not equivalent to "t.x.y = nil", as it looks like it ought to be; it's equivalent to "t.x = 'y'", which is probably not what you want. :oops: :oops: In our case, this manifests as breakage if the player activates one of the Demented/Prophecy talents like Grand Oration but cancels out instead of selecting a prophecy talent to bind to it.

That should be fixed in v1a.2, just pushed out. We also clean up behind any broken prophecy-binding data the bug may have left behind. We Apologize for the Inconvenience.™ :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.5.0+,Cults] Prophecy Management

#4 Post by Zizzo »

[sound F/X: forehead repeatedly striking desk] Well, now I'm really embarrassed… :oops: :oops: :oops: The previous fix had a typo in it, which had the effect that our Prophecy Management dialog would discard your current settings and come up empty every time. That's fixed in v1a.3; We Apologize for the Error.™ :oops:
"Blessed are the yeeks, for they shall inherit Arda..."

Post Reply