ToME: the Tales of Maj'Eyal

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PostPosted: Tue Nov 11, 2014 8:00 pm 
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Archmage

Joined: Thu Dec 12, 2013 7:28 pm
Posts: 393
Does this work with 1.2.5?

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Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.


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PostPosted: Tue Nov 11, 2014 9:51 pm 
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Uruivellas

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

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My addons: UI Mod, Auto-explore & Rest Tweaks, Dev Tools,
Bosses Gone AWOL??!?


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PostPosted: Sun Nov 23, 2014 4:30 am 
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Cornac

Joined: Thu Aug 07, 2014 4:17 am
Posts: 33
I have an issue where "on rest" triggers never activate. Other triggers seem to work fine, and I get around the problem by using a "when no enemies are in sight" trigger instead, which does the same job, but slows things down. Does anyone else have this issue? I'm running over a dozen add-ons, so it could be a conflict of some kind. Still beats the default triggers in any case. :)


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PostPosted: Wed Mar 18, 2015 6:54 am 
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Wayist

Joined: Wed Mar 18, 2015 6:46 am
Posts: 16
It looks like the Paradox changes in 1.2 (and still in 1.3) broke this addon for chronomancers. When you rest, the game ignores your current paradox and Space-Time Tuning duration when determining whether you're at full resources or not. As a result you have to mash 5 to get back to your preferred paradox level, or just deal with it slowly creeping up as you auto-explore.

I tried editing the addon myself, but the first couple lines of the .teaa file look like gibberish and any changes I made resulted in the addon disappearing from the in-game menu.


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PostPosted: Sun Mar 29, 2015 11:29 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 404
Heyo, first time addon meddler here. I wanted to add some things to rest and didn't want to spin off a separate addon that'd conflict with yours, especially since I use yours.

So, I implemented what I wanted to add as a patch to the Player.lua that your addon is doing. Hopefully it can get joined in with this so there aren't competing rest addons.

What I added:
1)I went through the 1.3 version of checkRest, and pulled over any fixes I saw in it versus the Marson version of the function. This should help with the Paradox issue Kiralio is mentioning and the Vim issues this has with Ashes classes.
2)I put a sanity override for low damage effects in safe ranges when trying to rest. Since we're trying to rest, there's no point stopping the player repeatedly saying 'you took 5 damage from DoT', since it'll all go away anyway at the end of a rest (or still be there if a monster interrupts). Basically if a DoT is doing trivial (5% or less) and we're over 50 percent health, don't bother the player with it.
3)If we're regenerating health or Mana, check to see if we have a relevant inscription. If we do and it looks like it should be more effective, use it. In basic tests, this stripped dozens of turns off an average rest from damage state, and basically made resting as turn efficient as manually clicking through the infusions. For people without faster RRE, this is probably a massive improvement.

Putting out here hopefully to get it added into an update for this addon :) Uploaded as a .txt since I can't upload .lua.

btw: your Dev Tools addon is awesome. Thanks.

Since I looked back this way:
4)fixed bug with properly waiting for infusions that were auto-used during rest.
5)Improved using multiple infusions in sequence to speed things up. Now if you have 2 or 3 relevant ones, it'll cycle as appropriate.
6)Added Equilibrium support if it sees ancestral life. Testing on a mid level wyrmic. 201 turns without to 41 turns with. Roughly 80 percent of turn usage saved at higher equilibrium.


Attachments:
Player.lua.txt [18.3 KiB]
Downloaded 77 times

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Last edited by Dracos on Fri Apr 24, 2015 3:51 pm, edited 1 time in total.
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PostPosted: Fri Apr 24, 2015 2:57 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 404
Any thoughts, Marson?

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PostPosted: Fri May 01, 2015 9:34 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Sorry for the long wait. I haven't done any ToME work in quite a while. Do you have any interest in taking over or forking the addon? That's pretty much what I did with CaptainTrip's 'Rest Tweaks'.

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My addons: UI Mod, Auto-explore & Rest Tweaks, Dev Tools,
Bosses Gone AWOL??!?


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PostPosted: Thu May 07, 2015 5:17 am 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 404
I'll give a go at forking it then. Mayhaps this weekend.

Didn't want to have two concurrent addons, but if only one is really going forward that works too. Thanks for the goodness you've built up here already.

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PostPosted: Thu May 07, 2015 1:59 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
No worries. If you do, post the links here (ToME, and Steam if you upload to the Workshop) and I'll link to them so people subscribed to mine will know.

Just as an aside, I never did figure out the bug in stock ToME that causes a stutter if you try to autoexplore right after killing something.

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My addons: UI Mod, Auto-explore & Rest Tweaks, Dev Tools,
Bosses Gone AWOL??!?


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PostPosted: Sun May 10, 2015 7:41 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 404
I'm not sure if I've seen that, or at least not remembering at the moment. I might take a look at some point.

TE4: http://te4.org/games/addons/tome/improved-restauto
Steam: http://steamcommunity.com/sharedfiles/f ... =440747756


Here's the links. Properly forked now and all that goodness :)

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