
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:
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]