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ToME: the Tales of Maj'Eyal • View topic - [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Fri Feb 26, 2016 6:04 am 
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Higher

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PostPosted: Sat Feb 27, 2016 1:38 am 
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Sher'Tul Godslayer

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PostPosted: Sat Feb 27, 2016 1:55 am 
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Pretty sure Anorithil and Sun Paladin patrols are it.


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PostPosted: Sat Feb 27, 2016 8:48 pm 
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Sher'Tul Godslayer

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Okay, I think this should all be fixed in v14c (just pushed out). If I've done this right, any Ancient Automated Archives broken by the previous version should be fixed when you enter the level they're on, including the current level when you reload a savefile, and you should get a dialog to report that it's happened. On the patrols front, Sun Paladins patrols and Anorithil patrols should now be protected against, as per the new "Sunwall patrol response strategy" game option.

Oh, and as long as we're changing things, this version also merges in , since I said I would.

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PostPosted: Sat Feb 27, 2016 11:12 pm 
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PostPosted: Wed Mar 02, 2016 4:20 am 
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Sher'Tul Godslayer

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By , :wink: v14d, just pushed out, adds Pragmatic Heroism support for the Classic UI.

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PostPosted: Fri Mar 04, 2016 1:16 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 359
Found an error related to ZOmnibus Addon Pack when selecting the Unique Spine of the Spire:
Lua Error: /mod/class/Object.lua:1855: attempt to index local 't' (a nil value)
At [C]:-1 __index
At /mod/class/Object.lua:1855 getTextualDesc
At /mod/class/Object.lua:1962 base_getDesc
At /mod/addons/zomnibus/superload/mod/class/Object.lua:57 getDesc
At /mod/dialogs/ShowEquipInven.lua:54 base_on_select
At ...addons/zomnibus/superload/mod/dialogs/ShowEquipInven.lua:102 on_select
At /mod/dialogs/ShowEquipInven.lua:234 select
At /mod/dialogs/ShowEquipInven.lua:93 on_select
At /engine/ui/ListColumns.lua:437 onSelect
At /engine/ui/ListColumns.lua:658 display
At /engine/ui/Inventory.lua:291 display
At /engine/ui/Dialog.lua:824 toScreen
At /engine/Game.lua:179 display
At /mod/class/Game.lua:1591


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PostPosted: Fri Mar 04, 2016 12:44 pm 
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Archmage

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Posts: 350
Where are the options for this pack? Do you have to start a game to see them?


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PostPosted: Mon Mar 07, 2016 4:02 am 
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Sher'Tul Godslayer

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PostPosted: Mon Mar 07, 2016 9:38 pm 
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Archmage

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I mean, some of the contents of this pack have selectable settings AFAIK. If not, I'm not missing anything. If yes, then I don't know where I choose the settings.


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PostPosted: Mon Mar 07, 2016 9:55 pm 
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Sher'Tul Godslayer

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The options are under the game options menu, for the most part. you do have to start a game with one f the appropriate addons (zomnibus or it's components) active on the character to see them.

Zizzo, an interesting question came up in chat the other night, seems up your alley for Quality of Life type of changes, but it's a bit of a doozy. It'd be a great fit here, but dunno how easy it'd be to do.

Effectively he wanted to be able to mouseover an enemy, and have the tooltip display certain talents in red, if they were dangerous. Obviously, we all fear certain things, and some talents are hilariously more threatening then others. But it was quickly realized that these would be different for different characters. This got me thinking about automatizers, and you're hilariously specific and anal setups for it back in T2. So.... putting the 2 together, a good way to do this would be letting us set a list (or a criteria based list) of talents that are 'dangerous'. Mouseover tooltips would call out any of these talents on enemies, so we don't have to go through right-click -> inspect on every single rare, just in case it's hiding something. (Even better, criteria based lists like 'cal out for fearscape if class is not corruptor. Call out for dreamscape if character does not have lucid dreamer. Call out for manaclash if character has mana, pos, neg, vim, etc. Call out for X if character s below level Y.)

I'm not sure how hard this would be to do. Plenum hijacks tooltips to display more data, so you can definitely modify them, but how hard scanning characters to look for our 'dangerous' criteria would be I don't know. Soo.... How hard would it be to look into doing something like this. Even just 'call out for talents X' making them display in a subsection of the tooltip in some not-normal color (bright red works, so would a lot of others) would help to streamline the process of checking rares/bosses/etc. Is there any chance of getting this to work?


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PostPosted: Tue Mar 08, 2016 2:59 am 
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Sher'Tul Godslayer

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PostPosted: Tue Mar 08, 2016 5:20 pm 
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Sher'Tul Godslayer

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The ui would really be best expressed as an actual window. Soemthing we could access, either by keybind, or by talent, or through a menu... Any of those work.

In the window, you could have a button for 'new rule' (or new warning, or choose talent, or however you want to phrase it.)

In it's most basic form, you simply pick a talent. Game warns you on enemies which have that talent, adding the appropriate section to their tooltip. IF you want it's more powerful uses, after choosing a talent, you could choose a modifier, and, or, not, >, <, and a effect for that modifier (player class, player level, player has talent, etc.)

The downside to this is that it would mean building rules for each of the things you want your system to check. We don't want it to be complex enough they need to understand luacode, but some simple dropdown boxes where they choose class, and then scroll through the list of available classes, player level (and type in a number in taht case), has talent (and scroll through a list for the talent.)

It's building the UI for this that would be a challenge I guess. (addon compatibilty would be a bonus.) But a simple GUI for players to set their own rules would be a powerful tool, and probably increase survivability a fair bit, while streamlining the process.


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PostPosted: Wed Mar 09, 2016 5:08 am 
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Sher'Tul Godslayer

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Hmm, we could probably stand to have to flesh this idea out further.

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PostPosted: Sun Mar 20, 2016 3:25 am 
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Sher'Tul Godslayer

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