ToME: the Tales of Maj'Eyal

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PostPosted: Mon Mar 07, 2016 4:07 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
Hachem_Muche wrote:
But why not change the weight of everything? Sounds like a debugging adventure!

Eh heh… that's generally the kind of "adventure" I try to avoid. :?

Hachem_Muche wrote:
Actually I thought Zomnibus had a way to change the weight of each individual addon.

No, ZOmnibus is a single addon; it predates the .teaac "addon collection" infrastructure, and back when I asked, no one expressed any interest in having ZOmnibus retooled to use said infrastructure.

Hachem_Muche wrote:
The default weight for addons (is supposed to be) 100.

Out of curiosity, what's your source for this?

Hachem_Muche wrote:
PTT does override other addons, because it pretty much replaces the entire tooltip for actors. Another addon (at a higher weight) that tried to modify the normal ToME tooltip would probably break.

Oh, I know overloading is necessary sometimes; I've had to resort to it myself.

Hachem_Muche wrote:
Have you tested PH with a higher weight than PTT to confirm it works?

I was really hoping to avoid having to resort to that, actually, for the reasons I mentioned above.

Hachem_Muche wrote:
The next (rather sloppy) option I can think of is defining something like a new mod.Actor._life_text(self) function that returns the string you want to display, and then using that in your search and replace code to update actor life in the tooltip. It would then be easy enough to have PTT check for that function and use it.

That's pretty much exactly what I was going to suggest, actually.

Hachem_Muche wrote:
Also note that if the player really needs to see the negative life of an npc, he can temporarily disable PTT's actor tooltip and the normal tooltip (using PH) will be displayed.

True, but that's kind of inconvenient.

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PostPosted: Sun Mar 20, 2016 3:18 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
Hachem_Muche wrote:
The next (rather sloppy) option I can think of is defining something like a new mod.Actor._life_text(self) function that returns the string you want to display, and then using that in your search and replace code to update actor life in the tooltip. It would then be easy enough to have PTT check for that function and use it.

We Apologize for the Delay;™ I was hoping to get Hellcommander's Spine of the Spire error fixed so I could combine both changes into a single ZOmnibus release, but I never could find what that was about. At any rate, the just-released v2d defines the Actor:negativeLifeStr() method for exactly the purpose you describe above. As I read your code, it looks like you could incorporate this by changing this line:
Code:
if self.life < 0 then ts:add({"color", 255, 0, 0}, "HP: unknown")
to something like:
Code:
if self.life < 0 then
  local neg_hp = self.negativeLifeStr and self:negativeLifeStr() or 'unknown'
  ts:add({"color", 255, 0, 0}, "HP: " .. neg_hp)

No one else should see any changes in functionality in this release (I hope…).

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PostPosted: Fri Mar 25, 2016 1:54 am 
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Wyrmic

Joined: Tue Feb 15, 2011 12:01 am
Posts: 282
I'm not sure this was ever a very good mechanic.

Frankly, it would be better gameplay if you could see exactly how many negative HP you have lost when you are below 0 HP, but couldn't tell and had to guess when you were above 0 HP.


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PostPosted: Fri Mar 25, 2016 6:33 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1724
Location: A shallow water area south of Bree
Nagyhal wrote:
I'm not sure this was ever a very good mechanic.

Frankly, it would be better gameplay if you could see exactly how many negative HP you have lost when you are below 0 HP, but couldn't tell and had to guess when you were above 0 HP.

*blink* I'm… frankly mystified by the idea that not being able to know how close you are to dying would be good gameplay. That's kind of the raison d'être for this addon, after all.

[Unless you mean that the effect you describe would only apply when you have a die-at threshold less then zero — although even then, typically your die-at threshold is close enough to zero that by the time you're into negative HP, you're already in holy-crap panic territory anyway.]

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 Post subject: Game Freeze
PostPosted: Mon Mar 28, 2016 7:52 pm 
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Higher

Joined: Mon Aug 20, 2012 10:57 am
Posts: 53
When in negative life and mouse over a skill, the game freezes. I think the bug is in the Pragmatic Heroism add-on. Classic UI.


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PostPosted: Mon Mar 28, 2016 8:08 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1153
Location: Yeehaw, pardner
Can you reproduce the error and grab it via. Screenshot?

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PostPosted: Mon Mar 28, 2016 8:12 pm 
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Higher

Joined: Mon Aug 20, 2012 10:57 am
Posts: 53
I figured other add-on was responsible: Classic UI buff removal. After turning it off there is no freeze.


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PostPosted: Thu May 05, 2016 1:19 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1724
Location: A shallow water area south of Bree
Pushing out v2d.1 to fix Yet Another Glitch™ in the Classic UI.

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PostPosted: Sat Jul 23, 2016 4:21 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 experimenting with a new style of life bar display:

Attachment:
combined-lifebar.png
combined-lifebar.png [ 13.65 KiB | Viewed 3043 times ]

Attachment:
combined-lifebar-classic.png
combined-lifebar-classic.png [ 2.73 KiB | Viewed 3043 times ]


The idea is a "combined" life bar, showing both your normal hit points and your "negative" hit points (the latter is the bit in darker red on the Minimalist UI and black on the Classic UI). I figure this will be more useful for characters who have some permanent source of a negative die-at threshold, as a more visible reminder that you've still got some buffer if your life gets low. I plan to make it switchable between this and the original black-bar display via a new game option.

So. Thoughts before I release this? [Up to and including "dear lord, don't do that, it's horrible!" :oops: :wink: ]

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PostPosted: Sat Jul 23, 2016 1:23 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
What does it look like when your current life is /lower/ than your negative life? a red bar with the dark red bit extending from it? (IE, reversed colors from the examples?)


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PostPosted: Sat Jul 23, 2016 10:23 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
astralInferno wrote:
What does it look like when your current life is /lower/ than your negative life?

Like this:

Attachment:
combined-lifebar-negative.png
combined-lifebar-negative.png [ 13.07 KiB | Viewed 3031 times ]

Attachment:
combined-lifebar-negative-classic.png
combined-lifebar-negative-classic.png [ 1.88 KiB | Viewed 3031 times ]


The test character I've been grabbing these images from has 148hp and a die-at threshold of -100hp; it may be clearer in the full-health bars:

Attachment:
combined-lifebar-full.png
combined-lifebar-full.png [ 13.79 KiB | Viewed 3031 times ]


(oops, only 3 attachments allowed…) that the "negative-life" part of the bar takes up about 40% of the bar, which works out proportionally. The idea is that instead of the life bar going from 0hp to 148hp when you're above 0hp and -100hp to 0hp when you're below 0hp, it will go from -100hp to 148hp all the time (well, or until the die-at threshold expires, if it's temporary :wink: ), and the below-zero part is just colored differently.

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PostPosted: Sun Jul 24, 2016 9:18 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
Zizzo wrote:
The test character I've been grabbing these images from has 148hp and a die-at threshold of -100hp; it may be clearer in the full-health bars:

Attachment:
combined-lifebar-full.png

Ah, that's not what I meant. What I meant was-

Quote:
(oops, only 3 attachments allowed…) that the "negative-life" part of the bar takes up about 40% of the bar, which works out proportionally. The idea is that instead of the life bar going from 0hp to 148hp when you're above 0hp and -100hp to 0hp when you're below 0hp, it will go from -100hp to 148hp all the time (well, or until the die-at threshold expires, if it's temporary :wink: ), and the below-zero part is just colored differently.

-irrelevant! Cool. ^^


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PostPosted: Mon Jul 25, 2016 6:38 pm 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
astralInferno wrote:
-irrelevant! Cool. ^^

And with that… sort of ringing endorsement, :wink: I'll go ahead and push this out as v3. By default, the new "Combined life bar" game option is disabled, leaving the original life bar handling in place, so as not to surprise anyone.

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PostPosted: Mon Jan 01, 2018 3:04 am 
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Sher'Tul Godslayer

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Location: A shallow water area south of Bree
I swear, I keep tripping over missing bits in the life-bar/shield display… :oops: v3a fixes another of those bugs that would have choked the display. We Apologize for the Inconvenience.™

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