ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Sun Apr 23, 2017 10:02 am

All times are UTC




Post new topic Reply to topic  [ 23 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Sun Nov 03, 2013 10:44 pm 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
The "Press <control> to compare" functionality in tooltips and the various equipment/inventory dialogs is nice, but it does have some annoyances, like comparing a ring to the wrong worn ring, or having to step out of the archery shop to swap your bow and arrows back out of the second weapon set so you can compare them to stuff in the store. Well, I think I've finally figured out the right spot to hijack it and the right UI to handle it, so I give you my new Enhanced Object Compare addon.

Here's what the addon does:
  • Tells you at the top of the tooltip or text zone specifically what you're currently comparing against.
  • While you're holding down <control>, tapping <shift> will cycle through all the appropriate equipment slots.

Now, the cycle order is as follows:
  • For most weapons, it goes main hand, psionic focus, second weapon set main hand, second weapon set psionic focus.
  • For weapons that can be wielded in the off hand (daggers, or one-handed weapons for dual wielders), that changes to main hand, off hand, psionic focus, second weapon set main hand, second weapon set off hand, second weapon set psionc focus.
  • For things like shields that can only be wielded in the off hand, and for ammo in the quiver slot, it just cycles between main slot and second weapon slot.
  • Rings cycle between your worn rings.
  • Everything else only has one candidate slot anyway.

Note that it won't try to skip comparisons that don't make sense, like comparing a sword to a bow, on the premise that if you meant to compare that sword to a sword in another slot, you can just cycle to it.

I'm gonna float this out in the wild for more testing before merging it into ZOmnibus; had some weird bugs in there for a while (like it trying to compare a shield to a sword), and I want to make sure I've got all those shaken out.

[edit 2013-11-13 1:03am: I keep forgetting the Technical info that Darkgod asked for:]
Code:
Hooks:
  ToME:runDone [to add our <shift> and <ctrl> hooks]
Superload:
  mod.class.Object:
    getDesc() [to hijack the <ctrl> comparison]
  mod.dialogs.ShowEquipInven:
    init() [to add our <shift> and <ctrl> hooks]
  mod.dialogs.ShowInventory:
    init() [to add our <shift> and <ctrl> hooks]
  mod.dialogs.ShowPickupFloor:
    init() [to add our <shift> and <ctrl> hooks]
  mod.dialogs.ShowStore:
    init() [to add our <shift> and <ctrl> hooks]

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Last edited by Zizzo on Wed Nov 13, 2013 6:03 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: Sun Nov 03, 2013 11:30 pm 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5431
Shields can potentially be worn in other slots.
Perhaps scan all equipped slots for matching base item types instead of hardcoding slot checks?

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


Top
 Profile  
 
PostPosted: Mon Nov 04, 2013 1:23 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
HousePet wrote:
Shields can potentially be worn in other slots.
Perhaps scan all equipped slots for matching base item types instead of hardcoding slot checks?

[sound F/X: source diving] Ah, no worries, it already does the right thing by accident. See, it's not hardcoding by object type, but by what equipment slots the object says it can be wielded in --- and if you have the Stone Warden's Stoneshield talent, shields report themselves as being wieldable in both mainhand and offhand, just like Corrupted Strength works with one-handed weapons, so it works out with the same cycle.

I did discover in testing, though, that floor object tooltips weren't updaing properly when tapping <shift>. That's fixed now in v1a, along with a couple text tweaks: if there's more than one candidate object to compare with, we add e.g. "(1 of 2)" to the note at the top about which object we're comparing against, and also a "Press <shift> to cycle through choices" note at the bottom.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Wed Nov 13, 2013 6:02 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Migrating to v1.0.5, and we're now merged into ZOmnibus.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Fri Nov 22, 2013 1:46 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Pushing out v1c with a small bugfix: I wasn't properly sanitizing the inputs to Object:getDesc(), so it would crash in some case. We Apologize for the Error.(TM)

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Wed Dec 25, 2013 2:50 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Pushing out v1e, with a fix for compatibility with object description changes in v1.1.0.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Tue Jan 21, 2014 2:53 am 
Offline
Wayist

Joined: Wed Jan 01, 2014 8:15 pm
Posts: 17
Any chance this could be extended to allow <shift>'ing through alchemist golem's gear as well?


Top
 Profile  
 
PostPosted: Sun Feb 02, 2014 3:51 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
rod wrote:
Any chance this could be extended to allow <shift>'ing through alchemist golem's gear as well?

[slaps forehead] An obvious improvement, one that I should have thought of. That's now out as v2 (still not yet on Steam, annoyingly... :evil: )

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Sun Jun 22, 2014 1:02 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Pushing out v2a, with a bugfix that was clobbering Alchemists' Interact with Golem talent.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Mon Jul 14, 2014 7:26 am 
Offline
Wayist

Joined: Mon Mar 31, 2014 1:41 am
Posts: 15
Found a nasty Duplication Bug that I thought originally was in the ToME scripting.

http://forums.te4.org/viewtopic.php?f=42&t=41889

Somehow it is screwing up the interactions with the Golem when equipping armor and weapons.


Top
 Profile  
 
PostPosted: Thu Jul 17, 2014 2:39 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
FalconGrey wrote:
Found a nasty Duplication Bug that I thought originally was in the ToME scripting.

http://forums.te4.org/viewtopic.php?f=42&t=41889

Somehow it is screwing up the interactions with the Golem when equipping armor and weapons.

That may be a side effect of another bug I fixed recently. I gather from your other posts that you're playing via Steam; I've made yet another attempt at updating ZOmnibus on Steam, with little success.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Thu Jul 17, 2014 7:55 pm 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Zizzo wrote:
That may be a side effect of another bug I fixed recently. I gather from your other posts that you're playing via Steam; I've made yet another attempt at updating ZOmnibus on Steam, with little success.

With Marson's much appreciated help, I've finally managed to push to Steam updated versions of Enhanced Object Compare and ZOmnibus with the bugfix I mentioned above. Let me know if this fixes the problem.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Wed Nov 05, 2014 4:00 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Pushing out v2b with a bugfix to keybinding installation that may affect you if you use the Precognition talent.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Mon Feb 02, 2015 1:09 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Just to tease you with a preview, :wink: I'm working on modifications to this addon that will allow you to use <control> to compare runes and infusions in your inventory or a store's inventory with corresponding inscriptions already inscribed on your body. Here's a screengrab of what I've got so far, to give you an idea where I'm going with this:

Attachment:
inscription-compare.png
inscription-compare.png [ 123.58 KiB | Viewed 1713 times ]


Now, this will probably take a while, as this part of the code appears to be particularly convoluted, so I figured I'd take the opportunity to get some feedback on what sort of stuff people would like to see here.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
PostPosted: Fri Feb 06, 2015 2:28 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1305
Location: A shallow water area south of Bree
Zizzo wrote:
Just to tease you with a preview, :wink: I'm working on modifications to this addon that will allow you to use <control> to compare runes and infusions in your inventory or a store's inventory with corresponding inscriptions already inscribed on your body.

Keeping my fingers crossed that I found all the bugs, because it just went out as v3. I also took the opportunity to fix <shift>-cycling in store dialogs.

_________________
"Blessed are the yeeks, for they shall inherit Arda..."


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 23 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group