Comments (8)
For my current playthrough, my 24-hour buff routine includes over 200 spell casts. I simply can't function without a feature to help manage so much buffing by a team including an Azata Archanist.
So this is a must-have feature for me. Instead of waiting, I went ahead and taught myself how to mod, and implemented this feature. I hope this is helpful to others, and I've submitted a pull request back to this repository so that others may use too.
This pull request adds a new option "Control Azata Zippy Magic Secondary Buff" as seen in screenshot:
When this checkbox is checked, an Azata secondary buff using Zippy Magic will no longer be cast on a random ally outside the functioning of the mod. Rather selecting any two characters to receive the buff will only count for 1 spell cast.
For example, in the screenshot, 10 characters are selected to receive the Mage Armor spell. Using the Azata option, this will count for only 5 casts of the spell from my main character. If 9 characters were selected, then 5 casts would be counted. If 8 characters were selected, then 4 casts would be counted. And so on...
If the Azata option is not checked, then 10 casts would be performed as usual. However, your Azata would actually cast the spell 20 times, with half of those being wasted. So the idea in providing this option is to prevent wasting this wonderful Azata superpower.
This pull request also includes updates to the calculation of available spells to accommodate when the Azata option is checked. For example, my main character may cast 14 level 1 spells. With Azata Zippy Magic, if the Azata cast all 14 as buffs, then that would allow for a total of 28 level 1 buffs to be cast. Checking the Azata option, for say Mage Armor + Magic Weapon Primary + Magic Weapon Secondary, will correctly allow for selecting 28 targets to receive those spells from the Azata. The portrait highlights, casting limits, and calculations displayed for each spell should be correct.
I've also tested that this works correctly for both instant buffing and buffing with animations.
I hope this helps! Let me know if any issues in the pull request :)
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Initially implemented in commit dee33c0.
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Per advisement improvement implemented in 131102c.
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Correct bug where arcane reservoir points might not be available for Azata Zippy Magic secondary cast dddaf60.
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Fix animated casting bug when casting last Azata secondary buff but spell slots are already expended 4b40fb3.
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IsAOE is not the same as IsMass! Bug fix 9bbaf3a.
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Here's a test with 250 buffs using the instant engine. Code is looking stable in testing.
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Found and fixed the case when a spell has a material cost and is the secondary buff.
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Related Issues (20)
- Add missing \ for InputLegacyModule path in csproj file HOT 1
- Missing assets in Assets\icons folder HOT 1
- Unnecessary WrathPath environment variable in csproj file HOT 1
- Readme.md could provide information to help with building this repo HOT 1
- Transmutation Supremacy Enhancements not Implemented for Powerful Change/Share Transmutation HOT 1
- Opposition school spells that use 2 spell slots not counted properly when selecting buff targets HOT 1
- Arcane Reservoir point consumed when using Share Transmutation on self HOT 1
- Combination of extended + heightened only shows first instance
- Show spell errors/failures that would be shown when casting normally in the log
- Spells from Character Options+ mod not showing in the menu
- Character Options+ mod spells are showing in the menu
- It's possible to select multiple party members to get Firebelly HOT 2
- Wizard opposition school spells don't track spell slots correctly HOT 1
- Exceptions during level up HOT 2
- Only shows one character in buff screen, then refuses to load buff screen at all
- How about different color for differnt queue, so i can see from queue perspective?
- visible Pet names HOT 1
- Ability listing not working
- Can't open Buff Setup as of Patch 2.3.0bb HOT 3
- Fused spells missing
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