[1.1.5] Safer Automatic Talents
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[1.1.5] Safer Automatic Talents
Pretty basic addon, just a tweak to the Automatic Talents function that prevents them from activating if they use a turn and an enemy is in sight. Almost not worth creating a thread for, but if there are any issues it's more convenient than checking the addon page itself.
Download Link
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The current version greatly expands on automatic talent usage, providing the following new options. It's also now a fairly inaccurate name, but whatever.
Auto-use when mundane enemies are visible: As auto-use when enemies are visible, but won't trigger if any enemies of higher than Elite rank are visible. There's also a "visible and adjacent" version of this.
Auto-use when resting: For recovery powers that you want after a fight but not on cooldown just in time for the next one.
Auto-use when enemies are not visible, deactivate if they are: For sustains like Meditation that carry a cost to keep on in combat.
Auto-use when enemies are visible, deactivate when they no longer are: For all those pesky sustains that stop you from moving, or drain resources every turn, or otherwise that you want on while fighting and off while not.
Auto-use when above half life: Only triggers if enemies are visible. Good for short-duration buffs that you might want to refresh in battle, but not while in peril.
Auto-use when below half life: Only triggers if enemies are visible. Good for recovery, defense, and escape effects, but use at your own risk, especially with talents that take a turn. Interesting potential use (though I haven't tried this myself yet): set a targeted power that you don't usually use here (something like Controlled Phase Door would be ideal). Surprisingly dropping to half life will trigger it, causing a request for a target (but you should be able to cancel without problem) and hopefully keep you from button-mashing your way to death. Although...that would probably keep that power being requested every turn until you go above half again, so debatable.
Auto-use when affected by a physical/mental/magical/any hindrance: For status cures. Your call on whether auto-curing pesky poisons when you hit vines while auto-exploring and getting rid of the first bad effect you get hit with is worth potentially not having your status cure ready later. Again, putting a targeted power here (a rune, perhaps?) could serve as a sort of warning system if you don't mind potential interruption.
Download Link
---
The current version greatly expands on automatic talent usage, providing the following new options. It's also now a fairly inaccurate name, but whatever.
Auto-use when mundane enemies are visible: As auto-use when enemies are visible, but won't trigger if any enemies of higher than Elite rank are visible. There's also a "visible and adjacent" version of this.
Auto-use when resting: For recovery powers that you want after a fight but not on cooldown just in time for the next one.
Auto-use when enemies are not visible, deactivate if they are: For sustains like Meditation that carry a cost to keep on in combat.
Auto-use when enemies are visible, deactivate when they no longer are: For all those pesky sustains that stop you from moving, or drain resources every turn, or otherwise that you want on while fighting and off while not.
Auto-use when above half life: Only triggers if enemies are visible. Good for short-duration buffs that you might want to refresh in battle, but not while in peril.
Auto-use when below half life: Only triggers if enemies are visible. Good for recovery, defense, and escape effects, but use at your own risk, especially with talents that take a turn. Interesting potential use (though I haven't tried this myself yet): set a targeted power that you don't usually use here (something like Controlled Phase Door would be ideal). Surprisingly dropping to half life will trigger it, causing a request for a target (but you should be able to cancel without problem) and hopefully keep you from button-mashing your way to death. Although...that would probably keep that power being requested every turn until you go above half again, so debatable.
Auto-use when affected by a physical/mental/magical/any hindrance: For status cures. Your call on whether auto-curing pesky poisons when you hit vines while auto-exploring and getting rid of the first bad effect you get hit with is worth potentially not having your status cure ready later. Again, putting a targeted power here (a rune, perhaps?) could serve as a sort of warning system if you don't mind potential interruption.
Last edited by Phoenix1 on Wed Apr 02, 2014 7:53 am, edited 3 times in total.
Re: [b42] Safer Automatic Talents
done
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: [b42] Safer Automatic Talents
That means it's part of the game now?darkgod wrote:done

Re: [b42] Safer Automatic Talents
yup
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: [b42] Safer Automatic Talents
On this... i put this on, and put track on autouse. But the autoexplore didn't stop when track found enemies.
Could we tweak autoexplore as well to stop when monsters are... sensed rather than in fov?
Could we tweak autoexplore as well to stop when monsters are... sensed rather than in fov?
Re: [b42] Safer Automatic Talents
Regarding the safer automatic talents, the dialogue text should be updated to explain the new behavior.
darkgod wrote:OMFG tiger eye you are my hero!
Re: [b42] Safer Automatic Talents
Before this is accepted, there is another scenario - I regularly put on Steady Shot with my archers, and want it the other way round - only to fire when an enemy IS in sight.
So can it be that either (a) offensive talents trigger when an enemy is in sight, or (b) per talent, the choice can be made to either always fire, fire if enemy, or fire if not enemy.
(b) would be IDEAL !!!!! (particularly for anorithils, which are cool with auto activated talents, but a bit dangerous at the moment because of the auto).
So can it be that either (a) offensive talents trigger when an enemy is in sight, or (b) per talent, the choice can be made to either always fire, fire if enemy, or fire if not enemy.
(b) would be IDEAL !!!!! (particularly for anorithils, which are cool with auto activated talents, but a bit dangerous at the moment because of the auto).
MADNESS rocks
Re: [b42] Safer Automatic Talents
Well in particular for anorithil something that let's them auto manage leaving a trail of jumpgates when using autoexplore would be nice.
By nice I mean amazing. Might even get me to use autoexplore with anorithil.
By nice I mean amazing. Might even get me to use autoexplore with anorithil.
Re: [b42] Safer Automatic Talents
I'll take a look at the possibility of adding choices, and maybe setting a talent to always target you/your current square (would be great for Arcane Eye as well as Jumpgates). It may be beyond my lua proficiency/understanding of ToME code, but we'll see.
Re: [b42] Safer Automatic Talents
Oh I understand. I see that is being decently complicated outlier situation, since whether to disable then recast jumpgate depends on if "jump to:" is usable, instead of the typical auto cast if no enemie's in sight.
Regardless of whether you pander to the convoluted outlier-
This is awesome. Thanks! Maybe even add something that'll autocast say, regen infusion's, if infusion saturation isn't up. That's more controversial too though...
Ok, I'ma shutup now
Regardless of whether you pander to the convoluted outlier-
This is awesome. Thanks! Maybe even add something that'll autocast say, regen infusion's, if infusion saturation isn't up. That's more controversial too though...
Ok, I'ma shutup now

Re: [b42] Safer Automatic Talents
Just btw your addons doesnt authenticate cause your version required says 1.0.0 and not 0.9.42.
Re: [b42] Safer Automatic Talents
Noted, thanks! Will fix.
Re: [b42] Safer Automatic Talents
I also want talents like Frenzy to auto cast only when there is an npc adjacent
MADNESS rocks
Re: [b42] Safer Automatic Talents
Okay, I think I got it. New version posted. Initial tests seemed to indicate everything working, so assuming there aren't any problems I didn't catch, there are now four options for automatic talent activation:
Auto-use whenever available - Original method. The talent will trigger automatically, whether it uses a turn or not, whenever possible. Good for instantaneous talents that you always want ready, such as Waters of Life.
Auto-use when no enemies are visible - The talent will trigger only when no enemies are in sight. In this specific case, if a target is required, the talent should automatically target you (not forcing you to okay the target, but also not giving you a chance to cancel, although you shouldn't need it since no enemies are around). Good for any sort of beneficial talents that use a turn, as well as (assuming they work the way I think they do, since I didn't test these specific cases) using Arcane Eye for enhanced senses or stringing trails of Jumpgates. Do note that while this is generally safer than flat automatic use, I'm pretty sure it won't notice enemies who can see and target you but not vice-versa. I accept no responsibility for skeleton master archers shooting you five times since you last pressed a button or something equally ludicrous.
Auto-use when enemies are visible - The talent will trigger only when an enemy is in sight. Original targeting logic remains, so if a target is required, it should jump to the target, but you should still have to hit enter to actually trigger, and you'll get a chance to cancel (if foe is out of range or whatever). Good for pre-battle buffs and typical opening attacks. And actually, might prove helpful against that weird behavior where you detect a stealthed/invisible creature but it doesn't actually show up on screen.
Auto-use when enemies are visible and adjacent - The talent will trigger only when an enemy is in sight and adjacent to the character. As above for melee guys, basically.
Also, addon validation issue should be fixed (I've been thinking the Version Number fields were to keep track of what version of the addon you were on this whole time...) and dialogues should properly reflect what sort of parameters you set. I think the only suggestion I didn't hit was the infusion saturation one, because that's already built into how automatic talents work.
Auto-use whenever available - Original method. The talent will trigger automatically, whether it uses a turn or not, whenever possible. Good for instantaneous talents that you always want ready, such as Waters of Life.
Auto-use when no enemies are visible - The talent will trigger only when no enemies are in sight. In this specific case, if a target is required, the talent should automatically target you (not forcing you to okay the target, but also not giving you a chance to cancel, although you shouldn't need it since no enemies are around). Good for any sort of beneficial talents that use a turn, as well as (assuming they work the way I think they do, since I didn't test these specific cases) using Arcane Eye for enhanced senses or stringing trails of Jumpgates. Do note that while this is generally safer than flat automatic use, I'm pretty sure it won't notice enemies who can see and target you but not vice-versa. I accept no responsibility for skeleton master archers shooting you five times since you last pressed a button or something equally ludicrous.
Auto-use when enemies are visible - The talent will trigger only when an enemy is in sight. Original targeting logic remains, so if a target is required, it should jump to the target, but you should still have to hit enter to actually trigger, and you'll get a chance to cancel (if foe is out of range or whatever). Good for pre-battle buffs and typical opening attacks. And actually, might prove helpful against that weird behavior where you detect a stealthed/invisible creature but it doesn't actually show up on screen.
Auto-use when enemies are visible and adjacent - The talent will trigger only when an enemy is in sight and adjacent to the character. As above for melee guys, basically.
Also, addon validation issue should be fixed (I've been thinking the Version Number fields were to keep track of what version of the addon you were on this whole time...) and dialogues should properly reflect what sort of parameters you set. I think the only suggestion I didn't hit was the infusion saturation one, because that's already built into how automatic talents work.
Re: [b42] Safer Automatic Talents
just downloaded, but b42 doesn't like the addon. won't load it auto and if i do, it says it is invalid.
MADNESS rocks