NerfedButtons

39 - calss/archtype

Is class/archtype filtering planned for future [it's not on upcoming features page]? I see it has been added to api, but not to the checks. The way I see it, currently command line checks for

- ability id
- stacking #
- self/global stacking
- mechanic amount
- target [e/f/b]
- vcd

What about target archtype/class?

User When Change
Scaythe Mar 02, 2009 at 16:47 UTC Changed status from Accepted to Fixed
Scaythe Feb 17, 2009 at 01:50 UTC Changed status from Invalid to Accepted
Scaythe Feb 16, 2009 at 12:37 UTC Changed status from Replied to Invalid
Scaythe Feb 15, 2009 at 13:15 UTC Changed status from Waiting to Replied
Scaythe Feb 15, 2009 at 13:15 UTC Changed status from New to Waiting
mkosan Feb 15, 2009 at 09:31 UTC Create

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  • Avatar of Scaythe Scaythe Feb 26, 2009 at 03:03 UTC - 0 likes

    Different people expect different things, that's why it is an option.

    Problem solved ? Closing the ticket ?

  • Avatar of mkosan mkosan Feb 25, 2009 at 22:59 UTC - 0 likes

    I mean that you'd expect no skill to be cast if no conditions are met [seems kinda obvious to me]. You seem to have done a workeround for that behavior due to nature of your plugin with toggleblank command.

  • Avatar of Scaythe Scaythe Feb 25, 2009 at 11:46 UTC - 0 likes

    I'm not sure i understand what you mean, but the class checks by themselves don't prioritize, they filter. The sequence you input prioritize the abilities (if the first is available, then it will be displayed and the others won't be checked).

    The fact that the last ability in the sequence is displayed when no ability satisfies it's checks is a feature, it's not a real part of the decision engine that selects which ability to show.

  • Avatar of mkosan mkosan Feb 25, 2009 at 11:16 UTC - 0 likes

    It is.

    Hmm, so it works differently then I thought it does. From what you said class check prioritzes set abilites, I thought it filters them.

  • Avatar of Scaythe Scaythe Feb 25, 2009 at 04:27 UTC - 0 likes

    Is it [KoD][KoB] ?

    If it is then what's happening is that when the ability you want to cast on your target is on cooldown, then no ability in your sequence is chosen as ready by the mod, so the mod just puts in the last ability of the sequence, KoB in your case.

    What you can do is either use the /nb toggleblank command, so that when the mod doesn't find a ready ability it displays a blank slot, or put a third ability in your sequence to default to, like Slice.

  • Avatar of mkosan mkosan Feb 24, 2009 at 19:16 UTC - 0 likes

    just [skill a][skill b]

  • Avatar of Scaythe Scaythe Feb 22, 2009 at 12:58 UTC - 0 likes

    What is the command line you are using ?

  • Avatar of mkosan mkosan Feb 21, 2009 at 17:03 UTC - 0 likes

    Hey,
    I'm sorry for late reply but university exams kept me away from game for a little while.

    Yes, I did the changes you told me the first time around, yet it does not work and that's why I posted. I did some more testing today with the newest version and it works as this: KoB is cast on non-healers fine, but KoD alternates with KoB on healers.
    Just to be sure i copy-pasted the functions from your post and double-checked, still not working.

  • Avatar of NerfedWar NerfedWar Feb 19, 2009 at 12:13 UTC - 0 likes

    agreed we wont add ALL of them, but a class check would be a nice to have :)

  • Avatar of Scaythe Scaythe Feb 18, 2009 at 00:54 UTC - 0 likes

    I understood what your problem was the first time.
    Did you try what i said in my last post ? Your functions should look like this (notice the CAREERID_ASSASSIN instead of CAREERID_SHADE) :
    <<code>> KoD NerfedButtons.Checks[GameDefs.CAREERID_ASSASSIN][9407] = function(abilityInfo) local allow local abilityId allow, abilityId = NerfedButtons.aTemplateDefault(abilityInfo) local archetypeCheck = NerfedButtons.API.isArchetype(NerfedButtons.API.ARCHETYPE.SUPP, NerfedButtons.API.ENEMY) return allow and archetypeCheck, abilityId end

    KoB NerfedButtons.Checks[GameDefs.CAREERID_ASSASSIN][9412] = function(abilityInfo) local allow local abilityId allow, abilityId = NerfedButtons.aTemplateDefault(abilityInfo) local archetypeCheck = not NerfedButtons.API.isArchetype(NerfedButtons.API.ARCHETYPE.SUPP, NerfedButtons.API.ENEMY) return allow and archetypeCheck, abilityId end<</code>>

Facts

Last updated
Mar 02, 2009
Reported
Feb 15, 2009
Status
Fixed - Developer made requested changes. QA should verify.
Type
Other - Some other kind of issue
Priority
Medium - Normal priority.
Votes
0

Reported by

Possible assignees