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[script][combat-trainer][class SpellProcess] Allow users to skip stowing weapon for sorcery casts
Had a couple requests for this, latest:
RE Sorcery: Hand blowing i think is only for the most dangerous, its not that practical i found for combat to be stunned either. So either safe or somewhat safe is what I run in combat.
Can you concider these options:
A: Enable an override for sorcery spells, new datapoint to say its safe (I only run safe stuff for training, OR im in a non combat room if casting something where i can get the stun).
B: Implement a new definition point on spells that will return if the spell is going to cause hand blowing or is safe, which will take into account guild & redeemed or non redeemed necro (there is a matrix for whats safe and not), if safe dont unload to cast?
C: Just fire the ranged weapon instead of unload, that would at least make use of the firing.
I prefer A or B personally.
Objective is more efficiency, to unload after full aim is a bit of a waste.
Are these reasonable? A would be easy, B would be more complete but require maintenance, C an option maybe.
Thankyou & nice work!
And on discord:
In other news, do we have a thing for turning off the combat-trainer thing that puts weapons away before casting sorcery?
Looks like the check is one line:
if game_state.casting_sorcery
@equipment_manager.stow_weapon(game_state.weapon_name)
end
Inside a larger method [cast_spell(game_state)] where it stows your weapon if casting sorcerously, then retrieves your weapon further down the method.:
if game_state.casting_sorcery
game_state.casting_sorcery = false
@equipment_manager.wield_weapon?(game_state.weapon_name, game_state.weapon_skill)
end
Proposed change:
if game_state.casting_sorcery
@equipment_manager.stow_weapon(game_state.weapon_name) unless @settings.safe_sorcery
end
with default in base:
safe_sorcery: false
changed to true for users who want to risk it, or have the skill that it's not a risk. Haven't tested.