ToME: the Tales of Maj'Eyal

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PostPosted: Tue Apr 29, 2014 9:18 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
stinkstink wrote:
OH THANK GOD

I'm guessing that's in response to the second item? I tend to use just the mouse, so breaking out of that pause was often a hassle.


+ Compatibility fix: Some addons would prevent skipping lore discovery.

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PostPosted: Fri May 02, 2014 8:33 pm 
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Cornac

Joined: Thu Dec 06, 2012 3:21 am
Posts: 32
Lua Error: /hooks/marson-autoexplore/load.lua:32: attempt to index field 'marson' (a nil value)
At [C]:-1 __index
At /hooks/marson-autoexplore/load.lua:32
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:309
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:796 instanciate
At /engine/utils.lua:1902 showMainMenu
At /engine/init.lua:153
At [C]:-1 dofile
At /loader/init.lua:196


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PostPosted: Fri May 02, 2014 9:02 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Bugfix uploaded

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PostPosted: Wed May 07, 2014 9:51 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
+ Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level is explored.
+ Ignores special terrain features such as Font of Healing after they are first discovered.
+ Ignores open chests and alt Maze floor cracks.
+ Applied AE bugfix to running as well.
+ Rest and AE ask for confirmation if you have an escort in your party.

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PostPosted: Thu May 08, 2014 12:16 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
This is awesome stuff.

Thanks!

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PostPosted: Sun May 18, 2014 3:58 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
+ Bugfix: AE and Run would still stumble if energy remaining exactly equaled energy required.

>= needed instead of just > :oops:

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PostPosted: Sat May 24, 2014 5:00 pm 
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Joined: Thu May 22, 2014 5:44 am
Posts: 4
1.2.0 Test 11
Auto-explore Mod version 1.2.1

LUA Error upon entering Maze for first time as Higher Heavy.

LUA Error: /hooks/marson-autoexplore/load.lua:118:attempt to call field 'log' (a nil value)
At [C]:-1 log
At /hooks/marson-autoexplore/load.lua:118
At /engine/KeyBind.lua:235


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PostPosted: Tue Jul 01, 2014 3:36 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
does this work for 1.2.2?

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PostPosted: Tue Jul 01, 2014 8:57 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
jenx wrote:
does this work for 1.2.2?

Yup!

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PostPosted: Sun Sep 07, 2014 3:26 am 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2263
There is an endless lua bug caused by this addon, that is very rare.

I've only seen it when I ma controlling my thought-form, and he opens a chest.

Code:
error = "Lua Error: /mod/class/NPC.lua:109: attempt to index local 't' (a nil value)\
  At [C]:-1 __index\
  At /mod/class/NPC.lua:109 automaticTalents\
  At .../addons/marson-autoexplore/superload/mod/class/Actor.lua:118 act\
  At /mod/class/NPC.lua:54 act\
  At /engine/GameEnergyBased.lua:126 tickLevel\
  At /engine/GameEnergyBased.lua:62 tick\
  At /engine/GameTurnBased.lua:46 tick\
  At /mod/class/Game.lua:1182 "
seen = true
reported = true

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PostPosted: Thu Oct 23, 2014 2:50 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
+ Compatible with ToME v1.2.4

Sorry Jenx, I forgot to look into that bug. I haven't touched the game in ages, so may not get around to it for a while more yet.

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PostPosted: Thu Oct 23, 2014 3:36 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
I forgot that purging the Steam cloud via ToME options can fix the upload problem. The update is on the Workshop now.

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PostPosted: Fri Oct 31, 2014 3:42 pm 
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Cornac

Joined: Thu Aug 07, 2014 4:17 am
Posts: 33
It would be nice if one could ignore trivial damage while resting. The one that annoys me in particular is the acid splash effect from wretchling's Corrosive Vapor; it only lasts a few turns, but it happens quite frequently. Optionally, this could only ignore damage sources that already exist at the start of the rest? Though I imagine that would be harder to code.


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PostPosted: Fri Oct 31, 2014 4:01 pm 
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Uruivellas

Joined: Mon Oct 09, 2006 7:47 pm
Posts: 617
What could probably be done is to ignore small damage (<1 or 2% max health), if health is sufficiently high (>50% max HP for instance).
Alternatively, one could also consider total damage dealt by effects and not break resting if current health - dam*duration > x% max health.


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PostPosted: Fri Oct 31, 2014 4:33 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 404
That'd be really cool.

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