[1.7.6] Puppeteer - Mage Class (v1.0.2)

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Mr Frog
Thalore
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Joined: Wed Mar 25, 2020 4:28 am

Re: [1.7.6] Puppeteer - Mage Class (v1.0.1)

#16 Post by Mr Frog »

Bunch of fixes here. Couldn't reproduce Kamani's bug with puppets spawning on the world map; there is a chance it got fixed by accident in the process of fixing the Fearscape issue.
Fixing the Fearscape issue, on that note, was a bit messy and janky because there wasn't really a great place to inject code (I was horrified to learn that Fearscape just hard sets the temp level as the current game level without going through ANY intervening functions). I had to slip code into Map:recreate and just brute force check whenever we act if we have puppets in an inappropriate zone. However, your puppets will no longer break or leave phantom clones, so an inelegant solution is still a solution I suppose.

Aegis change might be a bit too powerful but we shall see how it works. It really bugged me that it was the only talent in the tree that your puppets didn't benefit from.

Changes for v1.0.1:
- Casting Aegis now causes your puppets to also cast it the same TL if you know String Shield; if you have puppet skills, you may cast Aegis even if you don't have an applicable effect yourself
- Puppeteering a puppet now has a hard per-puppet cooldown of the shorter of your spell casting time or 1 turn (regardless of the Puppeteering talent); using any non-instant talent resets this
- Fearscape and similar temporary-map effects now remove all puppets from your party and reset your spawn state, allowing you to resummon them
- Fixed spooky uninteractable ghost puppets lingering after returning from the Fearscape
- Puppeteering talents now cannot be used while asleep or frozen
- Puppeteering talents now have more accurate failure messages
- Made Echo Shield's stacking respect Shielding and similar effects
- Changed the puppets' subtype from Animal/Canine to Construct/Puppet (the very angry Pomeranian dogs have been adopted to their forever homes)
- Fixed Through The Crowd breaking Repair and String Shield
- Fixed Echo Shield setting existing shields to its cap if they are over
- Fixed a typo in the Puppet Arbalest's description ("menaching")


e: One more small fix; I noticed some weirdness when testing the per-puppet cooldown but wrote it off as me not understanding the vagaries of how ToME calculates time and awards turn energy. However, I then learned to my horror and bemusement that game.turn does not actually accurately reflect how many full ticks of energy have been given out, as the player taking their turn effectively stops a tick midway which is then resumed on the next tick, the overall effect being that each player turn adds +1 to the overall tick count. This has been rectified by jimmying in my own value that only increments when a fresh tick is started.

Changes for v1.0.2:
- Fixed inaccurate turn tracking for Puppeteering cooldowns

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