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Also, the chance that Monst3r sells an Econ Chip on the first day? That's brilliant.
Thanks, it's cool, we should have encountered this ages ago.
It's part of what NubNub changed, beyond me to be honest. He's busy atm, so he'll look at it tomorrow.
I don't know if anything changed since we released the rewrite, it's been a while, lol.
Upload of log snippet: https://textuploader.com/1ar03
wodzu's Sub. Cloak Projector uses an item ability separate from all other cloaks called "W93_useInvisiCloak", but like the others, it uses the function "setInvisible", where I simply changed the "CLOAKED" popup to state the cloak's duration, if it has one.
Are you using any other mods?
and am I giving you too much information?
Don't forget to refresh your mods.
Having nothing but base game + dlc + this mod -> start a game with decker, and immediately use his cloak.... it never turns off; it's infinite turns.
Having other mods installed (particularly new items and augments) and using any cloak -> game pauses after character is cloaked, or if using an AOE cloak, after each character is cloaked. If using sombra's cloak (from talon agents mod), the game pauses after one tile of movement (cloak is activated). And in all of these cases, the cloak can be made to last indefinitely.
Dunno how to fix it myself...
Also, is this compatible with the other item mod?
@Dat Username - Turns out "ItemsNewAndEdited" mod by SteelCrow is causing it. He wrote a tooltip to display cloak's duration, and it throws an error when using my augment, hence the bug. Contact him and tell him to add a nil value check for getting cloak duration for his tooltip.
The Ventricular Lance IV doesnt give an extra 2 attacks lke it says it does, Unknown if other lances follow with bug too
I also changed Cloaking Field to Cloaking Bubble. It still affects self and allies within a range, but the cloak lasts for more turns and breaks for any of them that move.
As a consequence, the item is less about slipping past obstacles, and more about hiding in a disguise. This function matches the Anarchy 4/Speed 4 requirement better, in my opinion.
Cloaking Bubble needed more code edits to work, so I took the opportunity to add a UI notification showing how many turns of cloaking are left.
local function unload(modApi, options)
local function earlyLoad(modApi, options)
local function earlyUnload(modApi, options)
local function lateLoad(modApi, options)
local function lateUnload(modApi, options)
SimConstructor gives you these to work with. Overriding DLC definitions has to be done in the earlyLoad and earlyUnload. Adding new things and vanilla overrides in load/unload. Unload functions get called when mod is disabled entirely.
local function Init (modApi)
modApi.requirements = { "Contingency Plan" }
This ensures your mod is loaded after DLC.
Monst3rSalesRevert() - yes, that is exactly what this should do.
You can leave modified default functions like OnTurnStart() as is.
modApi:addsomething - disabling revelant option/entire mod takes care of unloading these.
Monst3rSales() - some vanilla data doesn't ger reloaded, so you have to make revert for these just in case.
In order to use things from SimConstructor, I have to "include" it in modinit.lua, right?
I'm guessing "function unload" comes from there.
"Monst3rSalesRevert()" would be a function containing the vanilla tables, right? Essentially they'd "mod" the game by replacing the base code with an exact duplicate, resulting in no changes from vanilla. I would rather prevent the changes from happening in the first place, but I don't know how to do that.
Sorry for so many questions. I'm not really an expert, and I wasn't sure if anyone would answer me if I asked for help.
New items and changes stay regardless of disabling this mod in the DLC/MODS menu. Anything not handled by modApi and modManager calls must be manually reverted to default.
For example changing Monst3r's shop would look like this:
local function load( modApi, options )
...
other stuff
...
include( scriptPath .. "/Monst3rSales" )
if options["Monst3r Sales"].enabled then
Monst3rSales()
else
Monst3rSalesRevert()
end
...
other stuff
...
end
local function unload( modApi, options )
local scriptPath = modApi:getScriptPath()
include( scriptPath .. "/Monst3rSales" )
Monst3rSalesRevert()
end
Note, that these calls are from SimConstructor mod.
That's the only oddity I've encountered since installing the mod. Everything else seems to be working fine. Loving the new Econ Chip. Nice work!
Yes, they should work fine together, since the vanilla things I changed are different from the vanilla things "New Items and Augments" changes. There are so many new items added by that mod, though, that some items have similar or conflicting effects. It's up to you to decide if the two mods together are too cluttered.
For this mod, I specifically avoided things I knew others had already done, like changing agents' starting gear. I may publish a mod specifically dedicated to the starting gear.
Ventricular Lance IV should be using the same codes as Stim IV from the DLC. I haven't run across either of them with Disarm (ProgramsExtended?) before, but fun fact: if you add an extra attack using my Lance 2 or 3, and then use a "refresh attack" item, it'll set available attacks back down to one.