Noqn Posted July 30 Author Share Posted July 30 On 7/20/2024 at 4:42 AM, BegrudgingDM said: Finally, when I click the "Help" button, it crashes the app! I don't know if that's the intended use or not haha. Btw @BegrudgingDM is this fixed for you now? Link to comment Share on other sites More sharing options...
BegrudgingDM Posted July 31 Share Posted July 31 6 hours ago, Noqn said: Btw @BegrudgingDM is this fixed for you now? Just tried it and it worked perfectly! 1 Link to comment Share on other sites More sharing options...
Kvellen Posted July 31 Share Posted July 31 15 hours ago, Noqn said: @Kvellen ah turns out I had time to go ahead and implemented your suggestions Thanks! I agree with restricting conditions on links to just exiting ones. Seemed like bad practice to me when I noticed them, and I couldn't really come up with any solid use cases. So wasn't going to push for it being implemented if it were a choice between it and ExternalVO field. Which while also niche has some additional uses I can think of beyond its original intention. 1 Link to comment Share on other sites More sharing options...
Cmushi Posted August 5 Share Posted August 5 (edited) When using conditionals in Progression Tables, the auto-complete lists all conditionals, including non-Progression Tables conditionals. I was made aware of this since some conditionals did not not work and saw that there are different conditionals category in https://eternity.obsidian.net/game-data-formats/conditionals. Would it be possible to restrict conditions to their usage? For example: "ProgressionTableHasAbility" appears only Progression Tables conditional auto-completes. "CanUseAbility" and "HasAbility" in RPG (conversations?). "HasActiveAbility" in Targeting Filter (status effects or AI commands?). Edited August 6 by Cmushi 1 Link to comment Share on other sites More sharing options...
Cmushi Posted August 10 Share Posted August 10 Is there a way to rename the "Subclass" title in paladin subclass selection menu and how do you make disposition automatically appear in custom subclasses ability through the editor? 1 Link to comment Share on other sites More sharing options...
Kvellen Posted August 14 Share Posted August 14 (edited) On 7/30/2024 at 10:50 PM, Noqn said: Users can now edit Exteral VO values in Conversation Talk Nodes. Uh-oh, new nodes default to the ExternalVO being checked and auto-fill with "null". Clicking on the field when this is the case crashes the editor This can be worked around by unchecking "ExternalVO", closing the conversation, and then reopening it. Not a problem for existing nodes from can tell. Edited August 14 by Kvellen 1 Link to comment Share on other sites More sharing options...
Noqn Posted August 17 Author Share Posted August 17 (edited) Gotten hold of a computer now, sorry for the late replies! On 8/5/2024 at 3:13 PM, Cmushi said: When using conditionals in Progression Tables, the auto-complete lists all conditionals, including non-Progression Tables conditionals. I was made aware of this since some conditionals did not not work and saw that there are different conditionals category in https://eternity.obsidian.net/game-data-formats/conditionals. Would it be possible to restrict conditions to their usage? Ooh, excellent idea! I've limited them like this: Progression Tables only: Spoiler "ProgressionTableHasAbility" "ProgressionTableIsAttribute" "ProgressionTableIsBackground" "ProgressionTableIsClass" "ProgressionTableIsCulture" "ProgressionTableIsPartyMember" "ProgressionTableIsPlayer" "ProgressionTableIsRace" "ProgressionTableIsRandomIndex" "ProgressionTableIsSubclass" "ProgressionTableIsSubrace" Won't show up in Progression Tables: Spoiler "HasAbility" "IsAttributeScoreValue" "IsBackground" "HasClass" "IsCulture" "IsPartyMember" "IsRace" "HasSubClass" "IsSubrace" RecipeData only: Spoiler "HasItemMod" "IsSoulbound" "IsUnique" Conversations marked ConversationDisplayType: ShipDuel Spoiler "CanFlee" "FullSailWillRam" "HalfSailWillRam" "HasCaptainPersonality" "HasOngoingAction" "HasOngoingActionOfType" "HasShipDuelAdvantage" "IsActionValid" "IsAtShipRetreatDistance" "IsCurrentHullHealthValue" "IsCurrentSailHealthValue" "IsInCombatEncounter" "IsLastVolleyDamageAmount" "IsLastVolleyHitCount" "IsLastVolleyMissCount" "IsLastVolleyShotCount" "IsShipDeathType" "IsShipDistance" "IsShipExploded" "IsShipType" "ShipDuelAIActionIs" "ShipDuelIsFirstTurn" "ShipDuelIsRelativeBearing" "ShipDuelIsTurn" On 8/10/2024 at 9:35 PM, Cmushi said: Is there a way to rename the "Subclass" title in paladin subclass selection menu and how do you make disposition automatically appear in custom subclasses ability through the editor? Gonna check this out On 8/14/2024 at 6:58 PM, Kvellen said: Uh-oh, new nodes default to the ExternalVO being checked and auto-fill with "null". Clicking on the field when this is the case crashes the editor ops, fixed now Anyhow, new release! 2024-08-17 Progression Table, Ship Duel and Recipe-related Conditional Calls are now only available in auto-completions when appropriate. Certain Conditionals are no longer available in Progression Table auto-completions to avoid confusion with PT variants (e.g. 'HasAbility' vs. 'ProgressionTableHasAbility') ExternalVO values in new Talk Nodes are now properly initialized as empty strings. Edited August 17 by Noqn 1 2 Link to comment Share on other sites More sharing options...
lalolalo9 Posted September 2 Share Posted September 2 Hi Hi Amazing work with Apotheosis, even the name is wonderfully chosen! I have been having a blast putting in more AI conditionals and stuff like that However as I am just an amateur at programming I'm not sure how to acces the names / string names of certain fields in the User scripts. For example I know I need string number 253, but idk how to get the localized name for this string. I am trying to see if I can add all spell buffs as a CustomAIConditionalScriptSet. This so I can realize my grand master plan AI first for my own party, then for mobs :D I know how to do it manually but doing it in an automated way sounds cool to try But first things first, making the spell CustomAIConditionalCategory for each class. However I am lost with the stringindextable and stuff like that, I can't solve an easy thing like the following: Where I just want to make an extra category for each existing class SetGameDataPath("ai.gamedatabundle"); foreach (var POEClass in Components<CharacterClassComponent>()) { CustomAIConditionalCategoryComponent test = new CustomAIConditionalCategoryComponent { CategoryName = POEClass.DisplayName }; } Sincerely lalolalo9 1 Link to comment Share on other sites More sharing options...
Noqn Posted September 7 Author Share Posted September 7 On 9/2/2024 at 2:54 PM, lalolalo9 said: I have been having a blast putting in more AI conditionals and stuff like that However as I am just an amateur at programming I'm not sure how to acces the names / string names of certain fields in the User scripts. Ok first of all I'm ridiculously excited that someone is using the User Script feature Your post has made me realize the API is severely lacking some features (like adding new GameDataObjects, editing/accessing StringTable text...) Besides that, I've started working on setting up User Scripts with an external editor, which I think would help tremendously: I'll make sure to write a new Wiki page for User Scripts as well, and instructions to configure VS Code properly for this. On 9/2/2024 at 2:54 PM, lalolalo9 said: Amazing work with Apotheosis, even the name is wonderfully chosen! YES Thanks I'm genuinely happy about the name, I liked how Fallout's G.E.C.K. modding kit was named after an in-universe thing and wanted something similar. 2 Link to comment Share on other sites More sharing options...
Hoo Posted yesterday at 02:09 AM Share Posted yesterday at 02:09 AM @Noqn, Hello. It seems that "Open in New Tab" in the Editor shows blank page after the latest update. Could you check this issue? Thanks in advane Link to comment Share on other sites More sharing options...
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