New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. Pygmy

    Pygmy Established Member Supporter

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    I would have to disagree, were it not for Warmage Edge, charisma is clearly the prime requisite of Warmages. A warmage with charisma 9 is unplayable whereas a warmage with intelligence 9 is merely very embarassing
     
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  2. Pygmy

    Pygmy Established Member Supporter

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    I have found a bug in ultimate_magus.py, in the bit relating to spell augmentation:

    def AugmentCastingRadialMenuEntry(attachee, args, evt_obj):
    radialParent = tpdp.RadialMenuEntryParent("Augment Casting")
    arcaneBoostID = radialParent.add_child_to_standard(attachee, tpdp.RadialMenuStandardNode.Class)

    spontaneousCastingClass = attachee.d20_query("UM Spontaneous Class")
    vacianCastingClass = attachee.d20_query("UM Vacian Class")

    for classID in [spontaneousCastingClass, vacianCastingClass]:
    #Add the effect to the arcane boost id menu
    className = tpdp.get_stat_short_name(classID)

    effectNode = tpdp.RadialMenuEntryParent(className)
    spellTypeID = effectNode.add_as_child(attachee, arcaneBoostID)

    for feat in ACFeats:
    if attachee.has_feat(feat):
    featName = tpdp.get_stat_name(1000+feat)
    featNode = tpdp.RadialMenuEntryParent(featName)
    featNodeID = featNode.add_as_child(attachee, spellTypeID)

    #Figure out the minimum level needed for the spell
    minLevel = 1 #default
    if feat == feat_quicken_spell:
    minLevel = 4
    elif feat == feat_maximize_spell:
    minLevel = 3
    elif feat == feat_empower_spell:
    minLevel = 2

    # create the spell level nodes

    You'll see that feat_widen_spell is omitted so you can widen spell with a 1st level spell
     
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  3. _doug_

    _doug_ Established Member

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    Version temple+ v1.0.95 is now released. Here are the release notes:

    * Logging Paladin's Cove module and first attempt at temple+ compatibility.
    * The TOEE module is automatically imported into the console again.
    * Fixed agile shield fighter to hit penalty for TWF Rangers.
    * Fixed a bug where staggering strike was applied even if there was no sneak attack.
    * Fixed bug in tripping bite that would allow wildshaped druids to trip with spells.
    * Fixed quench not working against fire elementals.
    * Fixed raise dead for aasumars and tieflings.
    * Fixed spell level progression when extrapolated (nwalshgit).
    * Additions to the stricter rules option. (dolio):
    * Mirror Image interact with Magic Missile. (Atari Bug 161)​

    https://github.com/GrognardsFromHell/TemplePlus/releases/tag/v1.0.95
     
  4. Pygmy

    Pygmy Established Member Supporter

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    Please is the a python command in Temple plus for counting the no. of times the attachee (character) has selected the same feat - in this case "Extend Rage"?
     
  5. _doug_

    _doug_ Established Member

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    has_feat should actually return the count.
     
  6. Pygmy

    Pygmy Established Member Supporter

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    Sorry I should have posted my update but my conclusion that ToEE/Temple plus didn't allow you to collect multiples of Extra Music, Extend Rage and such things seemed too speculative without further investigation
     
  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Is that a vanilla use of has_feat, Doug, or is that a Temple+ thing?
     
  8. _doug_

    _doug_ Established Member

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    I am not 100% but I am pretty sure that is vanilla.
     
  9. weirdsthit

    weirdsthit Member

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    Hello everyone,
    First of all, big big thanks for the amazing job done. I've recently come back to TOEE and I'm having a blast with all the mods, fixes and new content available.

    I wanted to give it a try at the prestige classes implemented by TemplePlus, in particular the assassin and his brand new spell list, with spells such as Critical Strike, Sniper's Shot or Shock and Awe, but helas! none of those spells were to choose when I levelled up my assassin (even if I could find their descriptions in the in-game help page). Can anyone tell me anything about this? Do you play or have played with these spells? Do they work properly? The only new spells from the assassin spell list that I can chose in my game are obscuring mist and sticky fingers.

    Looking through the forums I found a thread about the Spell Compendium mod @Sagenlicht was working on a while ago, and it seemed to me he was the one who made those spells (critical strike, sniper's shot...) available in the first place, but it seems not all of them were fully implemented. Is there a way to work around it even if it just for the purpose of testing them?

    Thanks
     
  10. Pygmy

    Pygmy Established Member Supporter

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    Attached is a link to the the latest @Sagenlicht Mod I have on my system - you run it just as you run Temple 1.0.95. Unfortunately, unlike some feats (such as barbarianrage.py which I am currently testing together with Battle Howler of Gruumsh) you cannot just transfer spells across to your overrides folder and run them in Temple 1.0.95.
    Just right click on the blue writing
    Sagenlicht 3559.zip
     
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  11. weirdsthit

    weirdsthit Member

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    Thank you! I'd give it a try
     
  12. OLLY613

    OLLY613 Established Member

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    I was trying to get sagenlight to work on the latest temple plus and was having it not work.

    I wanted to have access to the summon undead spells. Anyone have success there?
     
  13. Acrux

    Acrux Member

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    Wouldn't it require a merge with the newest temple+? Sagenlicht latest release is a couple of years old at this point, so just importing wouldn't work, I'd guess, since there have been several temple changes.
     
  14. OLLY613

    OLLY613 Established Member

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    Yeah probably. Heres hoping the spells make it to a temple plus release soonish
     
  15. Pygmy

    Pygmy Established Member Supporter

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