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Add support for tamed beast modifiers on Companion gems#2147

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ltogniolli wants to merge 2 commits into
PathOfBuildingCommunity:devfrom
ltogniolli:tamed-beast-mods
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Add support for tamed beast modifiers on Companion gems#2147
ltogniolli wants to merge 2 commits into
PathOfBuildingCommunity:devfrom
ltogniolli:tamed-beast-mods

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Rare tamed beasts carry randomly rolled monster modifiers, returned by the character API as "tamedBeastProperties". These were previously discarded on import, so companions were modeled only as their base monster.

  • Import: parse tamedBeastProperties into a per-gem modifier list, resolving mod ids from "[ModId |Display]" tokens with a display-line fallback for nameplate-only lines; user enable/disable choices survive re-import
  • Data: new generated Data/TamedBeastMods.lua (export script iterates the Monster-domain mod pool, naming entries from KeywordPopups/ArchnemesisMods and resolving effects through SkillStatMap); mods with a positive spawn weight are flagged rollable and offered in the UI
  • Calcs: enabled modifiers apply to the companion minion's modDB, gated on the active skill being a Companion so stale lists never leak
  • UI: "Beast Modifiers" section in the socket group editor with per-row selection dropdown, enable checkbox, remove button and calc-comparison tooltips, mirroring the gem slot layout
  • Persistence: modifiers saved as TamedBeastMod child elements of Gem; old builds are unaffected
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Rare tamed beasts carry randomly rolled monster modifiers, returned by the
character API as "tamedBeastProperties". These were previously discarded on
import, so companions were modeled only as their base monster.

- Import: parse tamedBeastProperties into a per-gem modifier list, resolving
  mod ids from "[ModId |Display]" tokens with a display-line fallback for
  nameplate-only lines; user enable/disable choices survive re-import
- Data: new generated Data/TamedBeastMods.lua (export script iterates the
  Monster-domain mod pool, naming entries from KeywordPopups/ArchnemesisMods
  and resolving effects through SkillStatMap); mods with a positive spawn
  weight are flagged rollable and offered in the UI
- Calcs: enabled modifiers apply to the companion minion's modDB, gated on
  the active skill being a Companion so stale lists never leak
- UI: "Beast Modifiers" section in the socket group editor with per-row
  selection dropdown, enable checkbox, remove button and calc-comparison
  tooltips, mirroring the gem slot layout
- Persistence: modifiers saved as TamedBeastMod child elements of Gem;
  old builds are unaffected
Tamed beasts roll "Monster*" mods in the wild, but the itemised companion
carries the standalone "PlayerMonster*" twin, which is what the character
API reports. The exporter now enumerates ArchnemesisMods and emits only
Player mods whose beast-side twin is a rollable prefix/suffix, resolving
display text through the twin and replacing the rollable flag with the
twin's spawn weight table.

Mods whose spawn weights can never roll on the selected beast's tags
(e.g. Haste Aura has fast_movement = 0) are ignored by calcs and flagged
in red on the skill panel and the selection tooltip.

Spectres.lua picks up "boss" monster tags for boss beasts so boss-gated
mods (spawn weight boss = 0) validate correctly; the exporter change
producing them ships separately.
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