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PostPosted: Sun Mar 29, 2020 10:55 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1988
Location: A shallow water area south of Bree
Pushing out v16a.11 with a quick update to Passive Cooldowns.

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PostPosted: Sun Apr 12, 2020 1:49 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
v16a.12 for both includes a bug fix in Enhanced Object Compare.

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PostPosted: Thu Apr 23, 2020 12:49 am 
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Archmage

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 312
This error popped up when I compared an Acid Wave rune in the store:
Image


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PostPosted: Thu Apr 23, 2020 3:35 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Chronosplit wrote:
This error popped up when I compared an Acid Wave rune in the store:

[sound F/X: source diving] Well, that was sloppy. When I updated the handling of acid wave runes for 1.6, I missed a spot. (As with ethereal runes, I prob'ly would never have tripped over this, as I don't typically use acid waves runes.) Fixed for both in v16a.13, which also includes a small bug fix in Talent Point Planner.

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PostPosted: Fri Apr 24, 2020 1:37 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
And hot on the heels of that, pushing out v16a.14 for ZOmnibus only, with a bugfix in Prodigious Progress.

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PostPosted: Thu Apr 30, 2020 2:09 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
I'm just hitting a string of these things… :oops: :wink: v16a.15 for ZOmnibus only includes a small fix to Pragmatic Heroism.

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PostPosted: Fri May 01, 2020 2:12 am 
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Bug: Combined Life Bar + die at negative + archmage's disruption shield active = shield amount renders underneath the life bar


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PostPosted: Fri May 01, 2020 2:49 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
OnceUponAQuine wrote:
Bug: Combined Life Bar + die at negative + archmage's disruption shield active = shield amount renders underneath the life bar

Just saw that report, thanks. Should be fixed in v16a.16, just released. We Apologize for the Inconvenience.™

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PostPosted: Thu May 21, 2020 10:20 pm 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
Quickie release v16b for both, with a small tweak to Inventory Sort Order.

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PostPosted: Mon May 25, 2020 3:33 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
And hot on the heels of that, v16b.1 for both includes a small improvement to Enhanced Object Compare.

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PostPosted: Fri May 29, 2020 6:01 pm 
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Low Yeek

Joined: Sat Jan 18, 2020 2:10 am
Posts: 8
Zizzo wrote:
And hot on the heels of that, v16b.1 for both includes a small improvement to Enhanced Object Compare.


Looks great. Thanks Zizzo :)


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PostPosted: Sat Jun 20, 2020 9:17 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Pushing out v16c for both, with changes from Go to Landmark, Enhanced Object Compare, Auto-Transmo Gems and Talent Point Planner.

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PostPosted: Sun Jun 28, 2020 9:12 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 279
I've just made something that I believe would go well in ZOmnibus (if you don't mind a bit of debug library abuse), so I'm suggesting it here instead of uploading my own addon right away.

Currently the maximum number of talent+item hotkeys is 60, which is frequently not enough by endgame. I'd like to have more available. Here is code that adds 36 more:

1. Put this in your ToME:load hook:
Code:
   local KeyBind = require("engine.KeyBind")
   local defaultKeys = {"1","2","3","4","5","6","7","8","9","0","MINUS","EQUALS"}
   -- Separate iterations for each group of hotkeys so that they don't intermingle in the key config dialog
   for i,key in ipairs(defaultKeys) do
      -- Ctrl+Shift
      KeyBind:defineAction{
         default = { string.format("sym:_%s:true:false:true:false",defaultKeys[i]) },
         type = string.format("HOTKEY_SIXTH_%d",i),
         group = "hotkeys",
         name = string.format("Sixth Hotkey %d",i),
      }
   end
   for i,key in ipairs(defaultKeys) do
      -- Ctrl+Alt
      KeyBind:defineAction{
         default = { string.format("sym:_%s:true:true:false:false",defaultKeys[i]) },
         type = string.format("HOTKEY_SEVENTH_%d",i),
         group = "hotkeys",
         name = string.format("Seventh Hotkey %d",i),
      }
   end
   for i,key in ipairs(defaultKeys) do
      -- Ctrl+Alt+Shift
      KeyBind:defineAction{
         default = { string.format("sym:_%s:true:true:true:false",defaultKeys[i]) },
         type = string.format("HOTKEY_EIGHTH_%d",i),
         group = "hotkeys",
         name = string.format("Eighth Hotkey %d",i),
      }
   end

   -- Now we have to change a couple upvalues, one in HotkeysIconsDisplay.lua and one in PlayerHotkeys.lua,
   -- because the names of the pages are hardcoded into those files...
   -- Since the upvalue is a table we're modifying, we only have to do this for one function in each file.
   -- These could be buried by superloads so we search through function upvalues.
   local targetFunctions = {require("engine.HotkeysIconsDisplay").display,require("engine.interface.PlayerHotkeys").bindAllHotkeys}
   for _,v in ipairs(targetFunctions) do
      local func = v
      local i = 1
      local name,upval
      local searchedFunctions = {}
      local success
      repeat
         name,upval = debug.getupvalue(func,i)
         if i==1 and name == "page_to_hotkey" and type(upval) == "table" then
            -- Found the original function!
            upval[#upval+1]="SIXTH_"
            upval[#upval+1]="SEVENTH_"
            upval[#upval+1]="EIGHTH_"
            success = true
         elseif type(upval) == "function" and not searchedFunctions[upval] then
            searchedFunctions[upval] = true
            func = upval
            i = 1
         else
            i = i+1
         end
      until success or (name == nil)

      --if not success then
      --   print(string.format("Could not find page_to_hotkey upvalue in %s, extra talent hotkeys will not appear on the hotbar.",debug.getinfo(v).short_src or "unknown function"))
      --end
   end

2. Superload engine/interface/PlayerHotkeys.lua with this:
Code:
local _M = loadPrevious(...)

_M.nb_hotkey_pages = 8

return _M
That's all!


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PostPosted: Thu Jul 02, 2020 2:37 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1988
Location: A shallow water area south of Bree
minmay wrote:
I've just made something that I believe would go well in ZOmnibus (if you don't mind a bit of debug library abuse), […]

[reads code] Gyeep! That… seems kind of fragile. Not sure how else it could be done, though. [Frankly, I'd be tempted to just replace the entire method, though that would probably be just as prone to break.]

I'm gonna say go ahead and release this one yourself. Thanks for the thought, though. Ooh, I should check Juggle Hotkeys on Unwield and Possessor Tweaks; they both play around in that area, and I wouldn't want them to collide with your stuff.

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PostPosted: Thu Jul 02, 2020 10:28 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 279
Zizzo wrote:
Ooh, I should check Juggle Hotkeys on Unwield and Possessor Tweaks; they both play around in that area, and I wouldn't want them to collide with your stuff.
The reason the debug library stuff is in there is so it doesn't conflict with addons like those :P


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