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ToME: the Tales of Maj'Eyal • View topic - [v1.0.4-1.0.5] Go to Landmark

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Wed Aug 07, 2013 1:47 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree

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Last edited by Zizzo on Wed Nov 13, 2013 5:31 am, edited 2 times in total.

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PostPosted: Wed Aug 07, 2013 10:16 pm 
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Sher'Tul Godslayer

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That's awesome. I'll try this with my next character.

Does it also flag stuff like Healing Pot... er, Font of Life?

Those can be important for Wild-Gift users who don't have an Equilibrium regen talent yet.

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PostPosted: Thu Aug 08, 2013 3:08 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree

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PostPosted: Sat Aug 10, 2013 12:06 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
So I eventually just went with the expedient route of recognizing Fonts of Life by grid entity name, to avoid any potential conflicts. That's pushed out in v2, along with a tweak to the landmark list to show estimated distance to each landmark.

Any other landmarks anyone wants before this goes into ZOmnibus?

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PostPosted: Sun Aug 11, 2013 5:48 pm 
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Sher'Tul Godslayer

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Nice, thank you!

One annoying thing I noticed ... when my dude stops walking due to some silly triviality like "damaged by stepping on lava", or "ooo look it's blighted soil", he loses track of where he was headed, and I have to go back through the interface to re-select a landmark, often times twice (since he'll stop in front of a notable feature and then stop again on top of the feature).

Would it be possible to do something like...
- Landmark menu sets target tile in some persistent variable
- Hitting a key resumes auto-walk to target tile

Ideally, it would integrate with the default auto-explore / auto-exit finder, making the 'z' key work like...
- Have target tile? Try to go there!
- At target tile when 'z' hit? Check if zone is fully explored!
--- Not yet: Auto-explore!
--- Zone all explored: Auto-set target tile to nearest exit (excluding current tile) and try to go there!

That would preserve current behavior and cleanly integrate landmark targeting, allowing me to resume progress to target landmark even if interrupted (by a monster or other landmark or suffocation or whatever).

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PostPosted: Thu Aug 15, 2013 12:12 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree

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PostPosted: Thu Aug 15, 2013 12:38 am 
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Sher'Tul Godslayer

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PostPosted: Tue Sep 03, 2013 2:18 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
Well, auto-explore turned out to be a tangled mess that I didn't want to try to disentangle --- so I pretty much hijacked it instead. :wink: Now, I wanted to be careful not to leave auto-explore in an invisibly hijacked state, continuing to go back to the same landmark when the player no longer wants it to, so I'm using a slightly dodgy hack, inspired by the Antimagic Disruption effect you get if you wear arcane-disrupting equipment while being arcane. In this new version, when you use the go-to-landmark function you are given a new temporary status effect Going to Landmark, which persists until you arrive at the landmark, leave the level or cancel it manually; as long as you have this effect, the auto-explore key will try to go to your most recent landmark instead of doing its usual auto-exploring. That seemed like a reasonably clean way of keeping the player informed of what's happening.

Now, this is a pretty major change, so I'm going to put this out as v3 for some more testing and feedback before merging it into ZOmnibus.

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PostPosted: Tue Sep 03, 2013 3:00 am 
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Sher'Tul Godslayer

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That's awesome. It's unobtrusively visible, and it sounds nicely integrated into the rest of the UI.

Downloading now.

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PostPosted: Thu Sep 05, 2013 8:45 pm 
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Sher'Tul Godslayer

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The new version has been working perfectly for me, even in combination with a bunch of other addons.

Chests in particular are great: only the unopened ones show up in the list :) (Could that behavior be extended to graves? Or at least show the opened / disturbed status?)

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PostPosted: Sun Sep 08, 2013 3:29 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree

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PostPosted: Mon Sep 09, 2013 2:50 pm 
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Sher'Tul Godslayer

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It's interesting that go-to-landmark works even in areas where autoexplore does not (like the Sandworm lair). Using it there will probably get you killed, of course, but that's just the price of convenience. ;)

I haven't found a grave yet, I'll report back when I do.

Thanks!

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PostPosted: Fri Nov 01, 2013 4:14 am 
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Sher'Tul Godslayer

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BTW, graves seem to work great under 1.0.4

Should this addon work with 1.0.5?

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PostPosted: Fri Nov 01, 2013 4:27 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree

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PostPosted: Fri Nov 01, 2013 7:10 am 
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Sher'Tul Godslayer

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Location: Ambush!

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