ToME: the Tales of Maj'Eyal

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PostPosted: Thu Mar 14, 2013 7:36 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
Version 1.8 for ToME version 1.0.1 is available for download at:

http://te4.org/sites/default/files/game ... pv1.8.teaa

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PostPosted: Thu May 09, 2013 5:23 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
Version 1.9 for ToME version 1.0.3 is available for download at:

http://te4.org/sites/default/files/game ... pv1.9.teaa

This adds damage affinity (when present) and includes updated checks for ranged weapons.

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PostPosted: Tue May 21, 2013 4:08 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
Version 1.10 for ToME version 1.0.4 is available for download at:

http://te4.org/sites/default/files/game ... v1.10.teaa

This is just a version number upgrade.

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PostPosted: Thu Jun 13, 2013 4:59 pm 
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Joined: Thu Jun 13, 2013 4:50 pm
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I've been using your mod for a while and really like it. However, I noticed while playing as a rogue that it generates a lua error every time I mouseover myself while stealthed. Here's a copy/past of the error message from the te4_log.

Lua Error: /mod/class/Actor.lua:1351: attempt to call a nil value
At [C]:-1
At /mod/class/Actor.lua:1351 colorStats
At /mod/addons/PlenumTooltip/superload/mod/class/Actor.lua:299 tooltip
At /mod/class/Player.lua:327 check
At /engine/Map.lua:711 checkEntity
At /mod/class/Tooltip.lua:36 check
At /mod/class/Tooltip.lua:50 getTooltipAtMap
At /engine/Tooltip.lua:269 displayAtMap
At /engine/interface/GameTargeting.lua:65 targetDisplayTooltip
At /mod/class/Game.lua:1240


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PostPosted: Sun Jun 16, 2013 4:17 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
I've not been able to duplicate this error.

From looking at the stack dump you posted, it looks like one of the addon's functions has is not loaded properly or has been overwritten. What version of Plenum ToolTip and ToME are you running and do you have any other addons installed?

If everything is up to date and there are no other conflicting addons installed, you can try reinstalling Plenum ToolTip to see if that fixes the problem. Otherwise, I need more information.

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PostPosted: Sun Nov 24, 2013 4:02 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
I have uploaded version 2.0 for ToME 1.0.5 at http://te4.org/sites/default/files/game ... ip2.0.teaa

This is first major update in a while.

A new tab appears in Game Options that let's you configure settings. You can specify the meta-key to use to select the second tooltip page (control, shift, or alt), and, depending on what options are chosen. terrain tooltips can now display information on temporary terrain features like smoke and darkness, and spell effects like inferno and acidic vapors:

Specify which meta-key to use
Temporary Map Effects
Temporary Terrain Features
Actor damage affinity
Actor stealth/invisibility detection
Actor talents list

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PostPosted: Sun Nov 24, 2013 8:37 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2275
Location: Ambush!
Hachem_Muche wrote:
terrain tooltips can now display information on temporary terrain features like smoke and darkness, and spell effects like inferno and acidic vapors
Wow awesome, thank you!

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PostPosted: Sun Nov 24, 2013 9:54 am 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
Posts: 393
Great, thanks!


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PostPosted: Tue Dec 31, 2013 10:56 pm 
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Halfling

Joined: Sat May 11, 2013 6:58 pm
Posts: 81
This addon is a huge (if unintended) gamebreaker to any shield user. The addon adds an off-hand damage display to shields on the character sheet. Somehow, this tricks the game into thinking you have an offhand weapon, and gain a shield attack on bump hits.


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PostPosted: Sat Jan 25, 2014 11:20 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 702
Location: Turtlemire
Code:
Lua Error: /mod/addons/PlenumTooltip/superload/mod/class/Actor.lua:290: attempt to call method 'combatGetIncDamage' (a nil value)
   At [C]:-1 combatGetIncDamage
   At /mod/addons/PlenumTooltip/superload/mod/class/Actor.lua:290 tooltip
   At /mod/addons/PlenumTooltip/superload/mod/class/NPC.lua:32 check
   At /engine/Map.lua:711 checkEntity
   At /mod/class/Tooltip.lua:36 check
   At /mod/class/Tooltip.lua:50 getTooltipAtMap
   At /engine/Tooltip.lua:269 displayAtMap
   At /engine/interface/GameTargeting.lua:65 targetDisplayTooltip
   At /mod/class/Game.lua:1451


Only starts showing with the Blood Knight addon installed.

Will randomly happen upon mouse over, but only on certain enemies. (Enemy types seem completely random.)

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PostPosted: Sun Jan 26, 2014 6:00 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
themuffinthief wrote:
This addon is a huge (if unintended) gamebreaker to any shield user. The addon adds an off-hand damage display to shields on the character sheet. Somehow, this tricks the game into thinking you have an offhand weapon, and gain a shield attack on bump hits.

This shouldn't happen, since the addon only affects what the tooltip displays on screen and doesn't do anything to the combat code. Please make sure that there is not another addon causing the problem or tell me how to reproduce this effect.

Edit: After further looking, I found out how this can happen and am fixing it.

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PostPosted: Mon Jan 27, 2014 2:49 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
I have uploaded version 2.1 at http://te4.org/sites/default/files/game ... tip_1.teaa and on steam.

This fixes the bug that could cause some shield wielders to get free shield bashes, and should fix the problem with incompatibility with some other addons. The latter is an issue with hooks instantiation effectively overriding the addon superload order - which can cause some superloaded functions to go out of scope when needed.

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PostPosted: Tue Jun 03, 2014 6:02 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
I've uploaded v2.2 to http://te4.org/sites/default/files/game ... tip_2.teaa and to Steam.

This adds some new options to the Game Options menu to disable Plenumtooltip (When upgrading from a previous version, you will need to reenable the tooltips from the Game Options the first time.), configure the way status effects for Actors are displayed (Compact (default), Standard (like the normal in game tooltip), and None.), and to display damage when the actor is hit.

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PostPosted: Tue Jun 03, 2014 6:31 pm 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Does this work with Marson's UI?

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PostPosted: Tue Jun 03, 2014 8:35 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 741
From skimming through Marson's code, I don't see anything incompatible with it, so it should work fine.

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