[1.0.4] Repel, Cleave, and Surge are all missing tactical ai

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jenx
Sher'Tul Godslayer
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[1.0.4] Repel, Cleave, and Surge are all missing tactical ai

#1 Post by jenx »

and so enemy npcs will never activate any of them.

I think all three should be BUFF.

Unless there is some other mechanism for activating the sustain when the rare/boss with these talents is created. The code forbids the ai from ever changing from one of these to the other:

Code: Select all

preUseTalent = function(self, t)
		-- prevent AI's from activating more than 1 talent
		if self ~= game.player and (self:isTalentActive(self.T_CLEAVE) or self:isTalentActive(self.T_REPEL)) then return false end
		return true
	end,
MADNESS rocks

PureQuestion
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Re: [1.0.4] Repel, Cleave, and Surge are all missing tactica

#2 Post by PureQuestion »

Yes, there's a function that causes NPCs to activate all sustains they know on generation. Most NPCs use it.

Hachem_Muche
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Re: [1.0.4] Repel, Cleave, and Surge are all missing tactica

#3 Post by Hachem_Muche »

Randbosses seem to use these skills consistently when they have them. What they don't do is switch between them because of the preUseTalent function jenx posted.

With that removed, making the tactical ai be able to switch between these sustains would require a new tactical table for each talent definition that takes into account the other sustains, and that has fields reflecting the change in talent effects from switching between them.

So, if the following base tactical tables were used:
Repel: tactical = {BUFF = 3, DEFEND = 3}
Cleave: tactical = {BUFF = 3, ATTACKAREA = 2}
Surge: tactical = {BUFF = 3, CLOSEIN = 3}

then if Repel is active, for example, the Cleave tactical table would instead be (calculated by subtracting the tables):
tactical = {ATTACKAREA = 2, DEFEND = -3}

I haven't checked how the tactical ai handles negative weights, but it should have no problem with it in principle.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: [1.0.4] Repel, Cleave, and Surge are all missing tactica

#4 Post by Hachem_Muche »

Followup: Jenx, I just noticed how many individual posts to update various talent tactical settings you have made.

This is a very good thing, but could you consolidate these into a single thread so that all of these can be looked at/discussed in one place? There are potentially hundreds of talents that might need adjustments.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.0.4] Repel, Cleave, and Surge are all missing tactica

#5 Post by jenx »

Hachem_Muche wrote:Followup: Jenx, I just noticed how many individual posts to update various talent tactical settings you have made.

This is a very good thing, but could you consolidate these into a single thread so that all of these can be looked at/discussed in one place? There are potentially hundreds of talents that might need adjustments.
ok - I'll get to this today or tomorrow
MADNESS rocks

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