[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

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Einzbern
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#181 Post by Einzbern »

Zizzo wrote:Okay, I am officially orced up. Preliminary questions:
  • The problem with the Ancient Automated Archive things looks like what I was afraid it might be. Gonna be tricky superloading around something that modifies its functions in situ… It looks like these things are random events, though; is there someplace I can find one reliably for testing? For that matter, where can they appear? That may influence whether I can back-patch existing broken stores (assuming I can figure out how to… :? ]
  • Can you be more specific about how Opt-in Adventurers Parties isn't working? Is it no longer protecting from the current baddies (adventurer parties/ziguranth patrols/orc patrols), or is there some new baddie we need protecting from? If the latter, will we want a separate EoR-specific game option to control it?

I usually find a few the the archives in the Vaporous Emporium where Whitehooves/Yetis start, or just southeast of the town orcs start in. They seem to be able to spawn in most zones though.

There's new baddies we need protecting from, although I haven't played the original campaign since Embers launched. I personally don't see a problem with making it a separate option, but whatever works.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#182 Post by Zizzo »

Einzbern wrote:I usually find a few the the archives in the Vaporous Emporium where Whitehooves/Yetis start, or just southeast of the town orcs start in. They seem to be able to spawn in most zones though.
Urgh, that makes it tricky. If they can be anywhere, then I potentially have to check for broken ones everywhere… hmm, I'm already superloading Game:changeLevel(); I suppose I could have it sweep the new level checking for broken archives. (Once I figure out how to fix them, that is… :? )
Einzbern wrote:There's new baddies we need protecting from, although I haven't played the original campaign since Embers launched. I personally don't see a problem with making it a separate option, but whatever works.
[sound F/X: source diving] Okay, I see Sun Paladins patrols and Anorithil patrols; any others?
"Blessed are the yeeks, for they shall inherit Arda..."

Einzbern
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#183 Post by Einzbern »

Pretty sure Anorithil and Sun Paladin patrols are it.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#184 Post by Zizzo »

Okay, I think this should all be fixed in v14c (just pushed out). If I've done this right, any Ancient Automated Archives broken by the previous version should be fixed when you enter the level they're on, including the current level when you reload a savefile, and you should get a dialog to report that it's happened. On the patrols front, Sun Paladins patrols and Anorithil patrols should now be protected against, as per the new "Sunwall patrol response strategy" game option.

Oh, and as long as we're changing things, this version also merges in Prodigious Progress, since I said I would.
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Crim, The Red Thunder
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#185 Post by Crim, The Red Thunder »

Zizzo wrote:On the patrols front, Sun Paladins patrols and Anorithil patrols should now be protected against, as per the new "Sunwall patrol response strategy" game option.
THANKYOUTHANKYOUTHANKYOUTHANKYOU!!!!!!

Now we can actually play again.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#186 Post by Zizzo »

By request, :wink: v14d, just pushed out, adds Pragmatic Heroism support for the Classic UI.
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Hellcommander
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#187 Post by Hellcommander »

Found an error related to ZOmnibus Addon Pack when selecting the Unique Spine of the Spire:
Lua Error: /mod/class/Object.lua:1855: attempt to index local 't' (a nil value)
At [C]:-1 __index
At /mod/class/Object.lua:1855 getTextualDesc
At /mod/class/Object.lua:1962 base_getDesc
At /mod/addons/zomnibus/superload/mod/class/Object.lua:57 getDesc
At /mod/dialogs/ShowEquipInven.lua:54 base_on_select
At ...addons/zomnibus/superload/mod/dialogs/ShowEquipInven.lua:102 on_select
At /mod/dialogs/ShowEquipInven.lua:234 select
At /mod/dialogs/ShowEquipInven.lua:93 on_select
At /engine/ui/ListColumns.lua:437 onSelect
At /engine/ui/ListColumns.lua:658 display
At /engine/ui/Inventory.lua:291 display
At /engine/ui/Dialog.lua:824 toScreen
At /engine/Game.lua:179 display
At /mod/class/Game.lua:1591

Steven Aus
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#188 Post by Steven Aus »

Where are the options for this pack? Do you have to start a game to see them?

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#189 Post by Zizzo »

Hellcommander wrote:Found an error related to ZOmnibus Addon Pack when selecting the Unique Spine of the Spire:
Is this an Embers artifact? I'll have to go digging on that.
Steven Aus wrote:Where are the options for this pack? Do you have to start a game to see them?
I'm… not sure I understand the question.
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Steven Aus
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#190 Post by Steven Aus »

I mean, some of the contents of this pack have selectable settings AFAIK. If not, I'm not missing anything. If yes, then I don't know where I choose the settings.

Crim, The Red Thunder
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#191 Post by Crim, The Red Thunder »

The options are under the game options menu, for the most part. you do have to start a game with one f the appropriate addons (zomnibus or it's components) active on the character to see them.

Zizzo, an interesting question came up in chat the other night, seems up your alley for Quality of Life type of changes, but it's a bit of a doozy. It'd be a great fit here, but dunno how easy it'd be to do.

Effectively he wanted to be able to mouseover an enemy, and have the tooltip display certain talents in red, if they were dangerous. Obviously, we all fear certain things, and some talents are hilariously more threatening then others. But it was quickly realized that these would be different for different characters. This got me thinking about automatizers, and you're hilariously specific and anal setups for it back in T2. So.... putting the 2 together, a good way to do this would be letting us set a list (or a criteria based list) of talents that are 'dangerous'. Mouseover tooltips would call out any of these talents on enemies, so we don't have to go through right-click -> inspect on every single rare, just in case it's hiding something. (Even better, criteria based lists like 'cal out for fearscape if class is not corruptor. Call out for dreamscape if character does not have lucid dreamer. Call out for manaclash if character has mana, pos, neg, vim, etc. Call out for X if character s below level Y.)

I'm not sure how hard this would be to do. Plenum hijacks tooltips to display more data, so you can definitely modify them, but how hard scanning characters to look for our 'dangerous' criteria would be I don't know. Soo.... How hard would it be to look into doing something like this. Even just 'call out for talents X' making them display in a subsection of the tooltip in some not-normal color (bright red works, so would a lot of others) would help to streamline the process of checking rares/bosses/etc. Is there any chance of getting this to work?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#192 Post by Zizzo »

Hellcommander wrote:Found an error related to ZOmnibus Addon Pack when selecting the Unique Spine of the Spire:
[sound F/X: source diving] :? Okay, I can't find anything in Embers that has "Spire" or "Spine" in its name, and in the T4 module all I can find are the Spine of the World prodigy and the Telos Spire of Power artifact. Does anyone know what Hellcommander is referring to here?

Steven Aus wrote:I mean, some of the contents of this pack have selectable settings AFAIK.
Most of the ZOmnibus components that add a game option mention it in their description blurb on their addon page, and ZOmnibus's addon page has links to the pages for all the component addons. And as Crim mentioned, the options themselves live in the Game Options dialog, some under the UI tab and some under the Gameplay tab.

Crim, The Red Thunder wrote:This got me thinking about automatizers, and you're hilariously specific and anal setups for it back in T2.
*blink* …I don't think "hilarious" is a word I've seen used before in this context. :mrgreen:
Crim, The Red Thunder wrote:I'm not sure how hard this would be to do. Plenum hijacks tooltips to display more data, so you can definitely modify them,
Oh, I've modified the occasional actor tooltip. :wink:
Crim, The Red Thunder wrote:but how hard scanning characters to look for our 'dangerous' criteria would be I don't know.
Depends on the criteria, obviously, although the ones you describe:
Crim, The Red Thunder wrote:cal out for fearscape if class is not corruptor. Call out for dreamscape if character does not have lucid dreamer. Call out for manaclash if character has mana, pos, neg, vim, etc. Call out for X if character s below level Y.
don't look difficult. The tricky bit would be the UI — how would the user configure which NPC talents to warn about under what conditions? My automatizer, after all, is a hand-edited file with its own custom rule description language, which I don't think would qualify as a "user-friendly" interface. :wink:
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Crim, The Red Thunder
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#193 Post by Crim, The Red Thunder »

The ui would really be best expressed as an actual window. Soemthing we could access, either by keybind, or by talent, or through a menu... Any of those work.

In the window, you could have a button for 'new rule' (or new warning, or choose talent, or however you want to phrase it.)

In it's most basic form, you simply pick a talent. Game warns you on enemies which have that talent, adding the appropriate section to their tooltip. IF you want it's more powerful uses, after choosing a talent, you could choose a modifier, and, or, not, >, <, and a effect for that modifier (player class, player level, player has talent, etc.)

The downside to this is that it would mean building rules for each of the things you want your system to check. We don't want it to be complex enough they need to understand luacode, but some simple dropdown boxes where they choose class, and then scroll through the list of available classes, player level (and type in a number in taht case), has talent (and scroll through a list for the talent.)

It's building the UI for this that would be a challenge I guess. (addon compatibilty would be a bonus.) But a simple GUI for players to set their own rules would be a powerful tool, and probably increase survivability a fair bit, while streamlining the process.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#194 Post by Zizzo »

Hmm, we could probably stand to have a separate thread to flesh this idea out further.
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#195 Post by Zizzo »

Hellcommander wrote:Found an error related to ZOmnibus Addon Pack when selecting the Unique Spine of the Spire:
Well, with no indication of what this is referring to, I did some digging based on the stack trace; it looks like this Spine of the Spire, whatever it is, has a use_talent{} subtable with a talent ID that doesn't actually correspond to any defined talent. Now, AFAICT ZOmnibus is passing through all the information Object:getTextualDesc() would need to get the talent definition it's looking for, so I don't think this is ZOmnibus's fault — though I could certainly be convinced otherwise with a reference to some code I could look at. :wink:

In the meantime, I'm releasing v14e with tweaks to Go to Landmark and Pragmatic Heroism.
"Blessed are the yeeks, for they shall inherit Arda..."

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