ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Sun May 10, 2015 2:07 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Up on TE4 and Steam Workshop now.

Okay now compatible with 1.4.x.

Let me know if anything isn't working.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

v3.3.6 *** FOR ToME v1.4.9 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.4.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE).

It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.

Latest Features:
• Commented out special Run hook. It seemed reasonably broken on a few fronts and predated me fiddling with the mod in the first place. It looks like it was overidden
in order to fix a bug that I suspect got fixed in the game sometime in the last two ToME major version numbers.

Existing Features:
• Add support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Add support for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Add null check. Two of them now. Fix breaking on non-DLC Maj'eyal. And another one~. Sorry folks not with the latest coolness, totally my bad.
• Handle a collision with Act and Ember's DLC steam sustain check.
• Fix an Embers bug (Wouldn't wait for steam properly)
• Adding support to auto-stealth if available and not stealthed.
• Fix ANOTHER 1.4.x bug with saving settings changes. That should hopefully be the last one for now.
• Updated to work with 1.4.x ToME. My that was troublesome. Enormously so. Sorry for the wait, but this literally took days to get not buggy.
• Added option for ignoring small damage when moving (and support for it).
• Made ignoring small damage while resting optional.
• Fix for conflict with fasterRRE. Old one in fact.
• Fix for rest not completely restoring everything before stopping. It should now not stop when there is still stuff to recover. This primarily affected cool-down waits for powers and items.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Uses a sanity check for whether Damage over Time should interrupt resting, using if it is doing 5% or less health damage and the character is over 50% health, it will ignore the damage for purposes of stopping rest.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.

Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.

Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal.
• 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.

• Compatible with ToME v1.4.4 (likely also still backwards compatible with 1.3)

Notes:
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
• 'First Sighting' and 'Reset on Rest' modes are intended to keep auto-explore a fast process. If you spot an enemy you wouldn't mind bumping into around a corner, you can just hit auto-explore again and that enemy will be ignored until seen by normal sight. 'Reset on Rest' can be handy if you spot a type of enemy you want to be cautious around or a packed room. You can move away, rest, then explore the rest of the level without worrying about running into the middle of that room.

Technical Info:
Code:
Hooks:
  ToME:load
Superloads:
  mod.class.Actor
    Act
  mod.class.Player
    restCheck, onTakeHit, runCheck,mouseMove,runStopped
  mod.class.interface.PartyLore
    learnLore
Overload:
  mod.class.interface.PlayerExplore


Links:
TE4: http://te4.org/games/addons/tome/improved-restauto
Steam: http://steamcommunity.com/sharedfiles/f ... =440747756
Marson's Original Auto-Explore and Rest addon: viewtopic.php?f=50&t=40696
CaptainTrips's "Rest Tweaks" addon: viewtopic.php?f=50&t=37172

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Last edited by Dracos on Mon Feb 13, 2017 12:50 am, edited 9 times in total.

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PostPosted: Sun May 10, 2015 10:33 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
I encourage using with: http://te4.org/games/addons/tome/faster-runrestexplore for even better fast resting results.

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PostPosted: Fri May 15, 2015 2:18 pm 
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Wyrmic

Joined: Wed Aug 08, 2007 12:23 pm
Posts: 251
This is excellent work and deeply appreciated!

Is there any chance you could duplicate any of the extended auto-use features in the now defunct custom auto-use addon, to allow for auto-use of items, and auto-use of talents when in range?


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PostPosted: Sun May 17, 2015 1:38 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Not sure?

Could you add more detail on what you're looking for? Or the addon in question that's defunct (a link?)

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PostPosted: Sun May 17, 2015 2:32 pm 
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Wyrmic

Joined: Wed Aug 08, 2007 12:23 pm
Posts: 251
http://te4.org/games/addons/tome/custom_auto_use
http://te4.org/games/addons/tome/auto_use_tweaks

They have a very useful feature to automatically use abilties when enemies are in range of the ability. I tend to use it mainly with circles on anorithil as they are instant and I pretty much always want them running when they can hit something, as well as the yeek mind control racial when on lower difficulties. the Ability to auto-use items is also extremely helpful.


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PostPosted: Mon May 18, 2015 5:21 am 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Mmm. I'd reach out first to those add-on authors and see. Oh, I see Snoo reports he's too busy. It's possible I could help out, but I haven't even used those add-ons before. I'll take a look sometime, but no real promises, and I wouldn't combine that with this. Everything here right now is passive optimization of moving and recovery. Those more fall into the area of automatic play, which while I agree is nice QoL, I wouldn't want mixed in one add-on myself.

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PostPosted: Tue May 19, 2015 9:31 am 
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Wyrmic

Joined: Wed Aug 08, 2007 12:23 pm
Posts: 251
It would be really nice if you could!


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PostPosted: Wed Aug 05, 2015 9:35 am 
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Wayist

Joined: Sun Jul 26, 2015 9:41 pm
Posts: 25
(I'm not 100% sure it this mod, but almost certain.)
So it seems some of the chest behavior is not working as I expected. It stops at the chest once, but then if I don't open it then it doesn't go back to it later. I often want to clear out the roaming mobs before opening chests so I'd prefer to go back to them, but this doesn't happen anymore. The other thing it doesn't pick up the item that was inside the chest. I have to manually do it which is something I've been in the habit of doing so I've forgotten (or almost forgotten) to pick up the loot.


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PostPosted: Sun Aug 09, 2015 6:48 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Lotus97:

Does it work differently without this mod? I've had that behavior since the old mod that this forked off of, and didn't realize it ever worked differently.

To all:

Heyo, haven't forgotten about this. Got a new pc and been traveling a lot, so things like ToME have sort of gone unplayed for a bit. I have a local set of changes that adds some additional optional controls on things, but also am trying to track down why sometimes rest just 'stops early'. I'll put out a new version soon when I'm travelin' less.

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PostPosted: Mon Aug 10, 2015 4:55 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Okay updated.

Lotus97: I looked into it, but I'm convinced that's standard behavior from looking at the code and kind of complicated to add. The map system needs to ignore closed chests in order to proceed because otherwise it sees that you're on a special tile that you haven't been to and tries to bring you there. It'd need to keep a list of them (perhaps using noticed) and clean them out on touching a stair or something. Doable, but it's not really friendly to add and would require some careful testing. All of the code related to it is exactly what is in 1.3.1 though, without any changes by the mod.

Basically, once you stand near a chest, it gets added to the auto-ignore which never gets cleared out. It's possible there's an interaction with traps which may cause it to bug back over there but that'd be a bug in core behavior if so.

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PostPosted: Wed Sep 02, 2015 11:50 pm 
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Wayist

Joined: Sun Jul 26, 2015 9:41 pm
Posts: 25
I also installed this mod around the same time:
http://te4.org/games/addons/tome/faster-runrestexplore

I haven't had a chance to test without Improved Auto-Explore and Rest or the Faster Rest/explore mod. I sort of took a break from this game due to the insane amount of hours I spending every night. :lol:

I do want to clarify what I said just to make sure it was clear. The auto explore seemed to only stop at an unopened chest the first time I encountered it. I often don't open chests right away because I want to make sure there are no nearby enemies. Then once it was open and unlooted the character wouldn't pick up the loot.

It's true that in vanilla the character would stop multiple times at an opened and looted/empty chest which was quite annoying. It's good that this mod fixes that, but I do sometimes miss out on loot if I forget to open and loot the chest.


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PostPosted: Sun Sep 06, 2015 3:57 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Guess I'll have to look at vanilla at some point again and refresh myself. That behavior predates me and so if I can get smart 'reset' behavior on stair or something, I'll add, but not sure if it can be.

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PostPosted: Mon Sep 07, 2015 7:52 pm 
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Low Yeek

Joined: Mon Sep 07, 2015 6:53 am
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I am enjoying this a lot! there is one issue though; when used in conjunction, with johnny0's faster RRE, I no longer am getting the benefit of the faster run/explore portion of the faster RRE addon. I assume there's a conflict but I don't know how easy of a fix it is, and I haven't touched anything with modding in tome yet. I thought to bring this up, since you suggest using the two together, and they seem to stack cleanly otherwise!


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PostPosted: Wed Sep 09, 2015 2:59 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 338
Wait...really? I pretty much solely ever use it with that outside of some brief bits of solo testing.

Looking into it as yeah they totally should. Yeah, a diff shows no crossover of files and a passthrough shows no mix of overload/superload that should cause problems.

Someone reports its messing with the settings. Checking.

EDIT:
Okay, I see a collision in both overriding the RUN_AUTO with different local functions. Patched locally.

Is that what you're running into? Investigating and testing around that, but if there's other visible misses, let me know.

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PostPosted: Wed Sep 09, 2015 5:53 pm 
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Thalore

Joined: Fri Mar 28, 2014 11:56 pm
Posts: 178
Here's my log, I appreciate your effort so thank you for trying to fix this issue :)


Attachments:
te4_log.txt [172.04 KiB]
Downloaded 35 times

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