[v1.7.0+] Mindstar Tuning

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Zizzo
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[v1.7.0+] Mindstar Tuning

#1 Post by Zizzo »

If you're wielding psiblades and focusing specifically on stacking mind or nature damage bonuses, you'll obviously be using the Attune Mindstar talent to attune your mindstars to the appropriate dmage type. When you upgrade to a new mindstar of the wrong damage type, though, re-attuning it is a bit inconvenient, since the Attune Mindstar talent flips both your mindstars to the opposite damage type, so you have to temporarily unwield the one you want to keep unchanged. And that's assuming you remember to check the midstar's damage type in the first place.

That's what my new Mindstar Tuning addon fixes. It changes the Attune Mindstar talent to pop up a dialog showing your mainhand and offhand mindstars and a nature/mind toggle for each (unless it's an artifact mindstar that can't be attuned). We also add a status indicator in the buffs display, showing the nature vs. mind state of your wielded mindstars. (I could see making this optional in a future version; for now we assume that if you care enough about your mindstars' attunement to be using this addon, you're probably interested in the "live" status info too.)

[And I could maybe see this going into a future version of ZOmnibus or ZOmnibus Lite, but it would definitely need an option for the status display in that case.]
"Blessed are the yeeks, for they shall inherit Arda..."

astralInferno
Uruivellas
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Re: [v1.7.0+] Mindstar Tuning

#2 Post by astralInferno »

YES

rexorcorum
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Re: [v1.7.0+] Mindstar Tuning

#3 Post by rexorcorum »

Very nice indeed! And if you would want to go super fancy with it, there is an unused Attune mindstars "portrait" for the new chat dialogs ;). Could be an option probably, cause most people prefer simplicity over baroque UI features, I assume :mrgreen:
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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HerbertWest
Posts: 1
Joined: Fri Nov 26, 2021 2:09 am

Re: [v1.7.0+] Mindstar Tuning

#4 Post by HerbertWest »

Found a bug which I isolated to this addon/some combination involving this addon.

Picked up a stone warden talent as adventurer, tried to equip a mainhand shield, then got a lua error and some funky behavior with the shield item. Error popped up any time I tried to equip a shield in the mainhand.

Recreated the error by making a stone warden character and got this same error immediately upon loading in:

Code: Select all

Lua Error: /mod/class/interface/Combat.lua:2479: attempt to index field 'combat' (a nil value)
  At [C]:-1 __index
  At /mod/class/interface/Combat.lua:2479 hasWeaponType
  At /hooks/tune_mindstars/load.lua:36 
  At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
  At /mod/class/Actor.lua:4616 onWear
  At /mod/addons/orcs/superload/mod/class/Actor.lua:88 onWear
  At /mod/class/Player.lua:1561 super_onWear
  At /mod/addons/zomnibus/superload/mod/class/Player.lua:338 onWear
  At /engine/interface/ActorInventory.lua:184 addObject
  At /engine/interface/ActorInventory.lua:528 wearObject
  At /mod/resolvers.lua:179 resolveObject
  At /mod/resolvers.lua:253 
  At /engine/Entity.lua:766 resolve
  At /mod/class/Actor.lua:320 resolve
  At /mod/class/Game.lua:314 at_end
  At /mod/dialogs/Birther.lua:370 fct
  At /mod/dialogs/Birther.lua:229 checkfct
  At /mod/dialogs/Birther.lua:253 checkNew
  At /mod/dialogs/Birther.lua:305 base_atEnd
  At ...addons/fast_early_game/superload/mod/dialogs/Birther.lua:62 at_end
  At /mod/class/FastEarlyGame.lua:443 atEnd
  At /mod/class/FastEarlyGame.lua:65 fct
  At /engine/ui/Button.lua:63 fct
  At /engine/Mouse.lua:71 receiveMouse
  At /engine/Mouse.lua:111 delegate
  At /engine/ui/Dialog.lua:817 mouseEvent
  At /engine/ui/Dialog.lua:510 fct
  At /engine/Mouse.lua:71 
The mainhand shield also lost all stats except I think its accuracy bonus, even when unequipped, which was kind of funny.

Zizzo
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Re: [v1.7.0+] Mindstar Tuning

#5 Post by Zizzo »

HerbertWest wrote: Wed May 04, 2022 4:47 pm Found a bug which I isolated to this addon/some combination involving this addon.

Picked up a stone warden talent as adventurer, tried to equip a mainhand shield, then got a lua error and some funky behavior with the shield item. Error popped up any time I tried to equip a shield in the mainhand.

Recreated the error by making a stone warden character and got this same error immediately upon loading in:

[…]

The mainhand shield also lost all stats except I think its accuracy bonus, even when unequipped, which was kind of funny.
Gyeep! [sound F/X: source diving] Hmm, can't tell whether the module code is supposed to be checking to make sure the weapon.combat{} subtable exists or whether the caller (i.e. my addon code) is. I can imagine this might crop up in other cases for talents that require a specific weapon type in the main hand if you're wielding a shield there.

At any rate, I think I can cover this fairly easily. I'll have something up soon.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2524
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
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Re: [v1.7.0+] Mindstar Tuning

#6 Post by Zizzo »

Okay, v1a is up and should fix the problem. For your current character, you should probably take off your mainhand and offhand shield/weapons (mainhand first, just to be safe) and put them back on, just to clear up the status effect. That shield is probably permanently clobbered; sorry (though I can't figure how that in particular could have happened…).

And I think this may count as a module bug; it can be reproduced without this addon by wielding a shield in mainhand and a mindstar in offhand and trying to use the Attune Mindstar talent.
"Blessed are the yeeks, for they shall inherit Arda..."

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