[v1.7.0+] Command Multiple Staffs

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Zizzo
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[v1.7.0+] Command Multiple Staffs

#1 Post by Zizzo »

The Command Staff talent is hard-coded to assume that the player is wielding only one staff, and that said staff is in the mainhand. That's not true for some types of characters, though; consider, for instance, GrayStillPlays' dual-short-staff Reaver build, or various Adventurer builds that wield a staff in the TK slot (notably a couple that I'm running ATM, hence the sudden interest… :wink: ). Now, this is the sort of thing that I whipped up Mindstar Tuning to address for mindstars, so it makes sense to whip up another addon for this case — hence my new Command Multiple Staffs addon.

This addon modifies the Command Staff talent in two ways:
  • If you're wielding a single staff, but it's in a non-standard place (most likely offhand or TK slot), it should work basically the same as before, except that it actually, well, works. :mrgreen:
  • If you're wielding multiple staffs (hence the name), it will first prompt you to choose one of them, and then should proceed as before.
(NPCs, as it happens, can also use the Command Staff talent, but changing the AI to process all of this in a sensible manner turned out to be annoyingly difficult, so we leave the default handling in place for NPCs, on the theory that none of them are going to be wielding a non-mainhand staff anyway. We Apologize for the Inconvenience.™ :wink: )

Now, this could go into ZOmnibus and ZOmnibus Lite pretty easily, I think, but I'm undecided on whether this counts as a "bugfix" addon that would need to be clawed back out if the issue ever gets fixed in the main module.
"Blessed are the yeeks, for they shall inherit Arda..."

xyzzy99
Wayist
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Joined: Wed Jan 01, 2014 12:55 pm

Re: [v1.7.0+] Command Multiple Staffs

#2 Post by xyzzy99 »

Seems to have a problem with short staves, possibly 'Revised Short Staves 1.4.6'. Thanks for taking the time to share :D

Zizzo
Sher'Tul Godslayer
Posts: 2523
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
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Re: [v1.7.0+] Command Multiple Staffs

#3 Post by Zizzo »

xyzzy99 wrote: Sun Nov 20, 2022 11:02 am Seems to have a problem with short staves, possibly 'Revised Short Staves 1.4.6'. Thanks for taking the time to share :D
[sound F/X: source diving] Ah, I see; we were looking for objects of type weapon/staff, while Revised Short Staves' new short staffs are of type weapon/short staff. Which was just sloppy on my part, frankly; we should be picking up anything that grants the Command Staff talent. That should be fixed in v1a, just pushed out. We Apologize for the Error.™
"Blessed are the yeeks, for they shall inherit Arda..."

xyzzy99
Wayist
Posts: 29
Joined: Wed Jan 01, 2014 12:55 pm

Re: [v1.7.0+] Command Multiple Staffs

#4 Post by xyzzy99 »

Groovy! Thanks again for sharing your work, and your time. It makes my game addiction more enjoyable :)

Zizzo
Sher'Tul Godslayer
Posts: 2523
Joined: Thu Jan 23, 2003 8:13 pm
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Re: [v1.7.0+] Command Multiple Staffs

#5 Post by Zizzo »

v1a.1 fixes a bug reported on the addon's Steam page (at least I think this is the bug being reported…): if you're wielding only one staff, and it's a sentient staff like the Staff of Destruction, our modified Command Staff dialog was giving you the option to choose another staff, which of course you don't have. :oops: (I suppose the user could also be reporting this bug with the "I'd like to alter your basic properties" command, but I don't think I can work around that bug in this addon.)
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2523
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
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Re: [v1.7.0+] Command Multiple Staffs

#6 Post by Zizzo »

Zizzo wrote: Sun Aug 13, 2023 11:48 pm (I suppose the user could also be reporting this bug with the "I'd like to alter your basic properties" command, but I don't think I can work around that bug in this addon.)
Spoke too soon there. :mrgreen: It looks like this change is the source of the problem, and since we're replacing Command Staff's .action() method wholesale, we can just back that bit out in the process. Everything seems to work fine, but Lua coroutine juggling always gives me headaches, so I'm not sure… :| That's going out as v1a.2

Also in this release is some changes for compatibility with the Staff of Bones from Cults. Mainly its extra sentient-staff bits expect the Command Staff chat to be shaped a certain way, and our modified chat is shaped slightly differently, so we have to do a bit of patching. I also made an attempt to paper over that really nasty bug with summoning bone horrors; we don't try to fix it retroactively, but I try to paper over the bit that triggers the bug so it won't happen (knock on wood…).
"Blessed are the yeeks, for they shall inherit Arda..."

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