I just installed this mod and noticed that the Bloodlust Elixir, which I love to run on my Assassin/Gloomstalker appears to not give me additional attacks/actions (even though it triggers). Could you have a look at it and revise its effect to work with your mod?
Edit: same goes for "Action Surge", it does absolutely nothing. This should definitely be reworked, so I am gonna post it as bug too.
i looked at the Mod and i think i fixed the design flaw. The Mod overwrites your ActionPoints instead of simply adding one when you have the ExtraAttack Passive (Like the haste postion does). So after drinking a haste potion the ExtraAttack Passive reverts the extra Action Point back to 2, negating haste. I tested it in my game and it seems to work with this change.
I uploaded it to google drive: https://drive.google.com/file/d/1E62eNommqZi8Zj09BW961jrB-TD05yMM/view?usp=sharing
Technical Details: Changed the Data Boost from "ActionResourceOverride(ActionPoint,2,0)" to "ActionResource(ActionPoint,1,0)"
This has then become the original mod which this mod was trying to fix. I looked both of them up and that was what has been changed. I am personally more interested in playing the game right now and I don't have the patient to test the correction I can think of now, it would be great if someone can do it for me instead. My idea is that instead of changing the passive, change the status of extra attack instead. The problem I am facing that I cannot immediately solve is that the status seems to be only working when the attack has happened, instead of all time. But the status itself has the code to ensure that more extra attack passive is not going to give you extra attack, thus no more extra action than you should have from extra attack if you can do it. Obviously, without actually testing it out, this is simply a hypothesis that may fall off immediately. It would still be nice if someone actually take the time to try that though. Really appreciated.
That sounds like a good idea. I will have a look at it and update you when i have something new.
Edit: It looks promising. Extra Attacks from two classes do not stack, haste and bloodlust work as intented. My Current Version currently only applies after an action (any action, the weapon attack filter is removed, so spells work too) but i am trying to get it applied without doing a action first, at the start of the turn for example.
i think i found the necessary changes. You can download the current version here: https://drive.google.com/file/d/165m7-4k6_fbSY1tLOhRnjSNiyKGVEuy5/view?usp=sharing
It currently only affects Extra Attack and Improved Extra Attack, i will add the other Extra Attack Forms when i am sure this is the way to go and it works as intended, i would love some feedback. :)
The Extra Actions will only be applied when in turn-based mode.
Update: I think i can make something even more compact with boostCondition Update 2: Found an alternative way which gives the Action Resource Boost permanenty instead of again on each turn but retains the extra Attack logic, the boost status is removed on respec: https://drive.google.com/file/d/1yxH7ia_OpWyRgCrdBVoYnERpTRwfXRNw/view?usp=drive_link Don't know if there is any benefit to it, should be less calculating because the passive is no longer calculated per turn.
Technical Details:
Edited the following parts from the passives:
data "StatsFunctorContext" "OnCast;OnStatusRemoved;OnStatusApplied" to "OnTurn;OnStatusRemoved;OnStatusApplied"
data "Conditions" "(context.HasContextFlag(StatsFunctorContext.OnCast) and ExtraAttackSpellCheck() and HasUseCosts('ActionPoint', true) and not Tagged('EXTRA_ATTACK_BLOCKED',context.Source) and not HasStatus('SLAYER_PLAYER',context.Source) and not HasStatus('SLAYER_PLAYER_10',context.Source) and TurnBased(context.Source)) or (context.HasContextFlag(StatsFunctorContext.OnStatusRemoved) and StatusId('INITIAL_ATTACK_TECHNICAL') and TurnBased()) or (context.HasContextFlag(StatsFunctorContext.OnStatusApplied) and StatusId('EXTRA_ATTACK_Q'))"
data "StatsFunctors" "IF(context.HasContextFlag(StatsFunctorContext.OnCast)):ApplyStatus(SELF,EXTRA_ATTACK_Q,100,1);IF(context.HasContextFlag(StatsFunctorContext.OnStatusRemoved)):ApplyStatus(EXTRA_ATTACK_Q,100,1);IF(context.HasContextFlag(StatsFunctorContext.OnStatusApplied) and not HasHigherPriorityExtraAttackQueued('EXTRA_ATTACK_Q') and not HasAnyExtraAttack()):ApplyStatus(EXTRA_ATTACK, 100, 1)"
I changed the boost to grant Actions Points instead of making melee Attacks free and removed the remove condition and event, they are probably not needed when simply granting Action Points instead of making attacks free.
data "RemoveConditions" "not HasHigherPriorityExtraAttackQueued('EXTRA_ATTACK_Q') and not HasAnyExtraAttack()" data "RemoveEvents" "OnStatusRemoved"
Is there a version that makes it so that Extra Action passives from different classes and sources (like Action Surge and Haste) can stack? I've got a Pact of the Blade Warlock/Paladin that should have three actions by default, according to the math; but they've only got two actions in total.
EDIT: I'm gonna try the original version of this mod and see if that does what I'm looking for!
Well? Have you tried the original version? Did it work on patch 7? And if yes, were there more than 2 actions total if multiclassing two martials, and/or use AS/haste?
I like the idea overall, not sure about it personally though.
Also, last I checked, throwing an item actually counts as a weapon attack for the purposes of that passive, including potions which break and apply their effects in an aoe (i.e potion of haste) so for that particular instance, I think this mod could possibly be a sane and reasonable balance adjustment, but I'm not entirely sure.
Is this one make warlock deepened pact extra attack useless ? cuz I only got 2 action, even if I attack with pact weapon still only got 2 attack (from level 5 paladin) and sometime (not often) get 2 bonus action
I understand all the balance concerns but it's a single player game, who cares, don't like the mod don't dowload it, you're doing a good job my man don't doubt yourself
21 comments
Could you have a look at it and revise its effect to work with your mod?
Edit: same goes for "Action Surge", it does absolutely nothing. This should definitely be reworked, so I am gonna post it as bug too.
i looked at the Mod and i think i fixed the design flaw. The Mod overwrites your ActionPoints instead of simply adding one when you have the ExtraAttack Passive (Like the haste postion does). So after drinking a haste potion the ExtraAttack Passive reverts the extra Action Point back to 2, negating haste. I tested it in my game and it seems to work with this change.
I uploaded it to google drive: https://drive.google.com/file/d/1E62eNommqZi8Zj09BW961jrB-TD05yMM/view?usp=sharing
Technical Details:
Changed the Data Boost from "ActionResourceOverride(ActionPoint,2,0)" to "ActionResource(ActionPoint,1,0)"
I am personally more interested in playing the game right now and I don't have the patient to test the correction I can think of now, it would be great if someone can do it for me instead.
My idea is that instead of changing the passive, change the status of extra attack instead. The problem I am facing that I cannot immediately solve is that the status seems to be only working when the attack has happened, instead of all time. But the status itself has the code to ensure that more extra attack passive is not going to give you extra attack, thus no more extra action than you should have from extra attack if you can do it.
Obviously, without actually testing it out, this is simply a hypothesis that may fall off immediately. It would still be nice if someone actually take the time to try that though. Really appreciated.
Edit: It looks promising. Extra Attacks from two classes do not stack, haste and bloodlust work as intented. My Current Version currently only applies after an action (any action, the weapon attack filter is removed, so spells work too) but i am trying to get it applied without doing a action first, at the start of the turn for example.
i think i found the necessary changes. You can download the current version here: https://drive.google.com/file/d/165m7-4k6_fbSY1tLOhRnjSNiyKGVEuy5/view?usp=sharing
It currently only affects Extra Attack and Improved Extra Attack, i will add the other Extra Attack Forms when i am sure this is the way to go and it works as intended, i would love some feedback. :)
The Extra Actions will only be applied when in turn-based mode.
Update: I think i can make something even more compact with boostCondition
Update 2: Found an alternative way which gives the Action Resource Boost permanenty instead of again on each turn but retains the extra Attack logic, the boost status is removed on respec: https://drive.google.com/file/d/1yxH7ia_OpWyRgCrdBVoYnERpTRwfXRNw/view?usp=drive_link
Don't know if there is any benefit to it, should be less calculating because the passive is no longer calculated per turn.
Technical Details:
Edited the following parts from the passives:
data "StatsFunctorContext" "
OnCast;OnStatusRemoved;OnStatusApplied" to "OnTurn;OnStatusRemoved;OnStatusApplied"data "Conditions" "(
context.HasContextFlag(StatsFunctorContext.OnCast) and ExtraAttackSpellCheck() and HasUseCosts('ActionPoint', true) andnot Tagged('EXTRA_ATTACK_BLOCKED',context.Source) and not HasStatus('SLAYER_PLAYER',context.Source) and not HasStatus('SLAYER_PLAYER_10',context.Source) and TurnBased(context.Source)) or (context.HasContextFlag(StatsFunctorContext.OnStatusRemoved) and StatusId('INITIAL_ATTACK_TECHNICAL') and TurnBased()) or (context.HasContextFlag(StatsFunctorContext.OnStatusApplied) and StatusId('EXTRA_ATTACK_Q'))"data "StatsFunctors" "
IF(context.HasContextFlag(StatsFunctorContext.OnCast)):ApplyStatus(SELF,EXTRA_ATTACK_Q,100,1);IF(context.HasContextFlag(StatsFunctorContext.OnStatusRemoved)):ApplyStatus(EXTRA_ATTACK_Q,100,1);IF(context.HasContextFlag(StatsFunctorContext.OnStatusApplied) and not HasHigherPriorityExtraAttackQueued('EXTRA_ATTACK_Q') and not HasAnyExtraAttack()):ApplyStatus(EXTRA_ATTACK, 100, 1)"I changed the boost to grant Actions Points instead of making melee Attacks free and removed the remove condition and event, they are probably not needed when simply granting Action Points instead of making attacks free.
data "RemoveConditions" "
not HasHigherPriorityExtraAttackQueued('EXTRA_ATTACK_Q') and not HasAnyExtraAttack()"data "RemoveEvents" "
OnStatusRemoved"EDIT: I'm gonna try the original version of this mod and see if that does what I'm looking for!
Did it work on patch 7? And if yes, were there more than 2 actions total if multiclassing two martials, and/or use AS/haste?
edit : nvm I just saw the description
How does it work with improved extra attack ?
also it seems to not register the extra action with haste or is it honour mode restriction ?
Also, last I checked, throwing an item actually counts as a weapon attack for the purposes of that passive, including potions which break and apply their effects in an aoe (i.e potion of haste) so for that particular instance, I think this mod could possibly be a sane and reasonable balance adjustment, but I'm not entirely sure.