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PostPosted: Sat Jun 25, 2016 1:55 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Quickie release v14h, with small quality-of-life enhancements (pun intended) for Enhanced Object Compare and Enhanced Wield Replace

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PostPosted: Wed Jul 06, 2016 5:29 am 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 237
Not really sure if this is a bug or not, but Enhanced Object Compare doesn't seem to work on runes/infusions added by mods. It still works with the normal in game ones however, just it acts like you don't have one on your body when new ones are compared.


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PostPosted: Thu Jul 07, 2016 2:29 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Chronosplit wrote:
Not really sure if this is a bug or not, but Enhanced Object Compare doesn't seem to work on runes/infusions added by mods. It still works with the normal in game ones however, just it acts like you don't have one on your body when new ones are compared.

Yeah, for inscription comparison to work, the inscription talents have to provide some extra information. Enhanced Object Compare backpatches that into place for the baseline inscriptions, and other addons can provide the needed information for their new inscriptions fairly easily (I hope…). The documentation is included in the addon files; here's the relevant bit:
Code:
-- ========================================================================
-- Addon authors:  To make your addon's added runes/infusions work with the
-- compare functionality implemented by this addon, have your inscription
-- talent definition include a method .info_cmp(self, t1, d1, t2, d2),
-- where:
--
--   - self is the Actor being used by Object:getDesc().
--   - t1 is the talent table for the inscription in inventory.
--   - d1 is the inscription data associated with t1, as generated by
--     ActorInscription:getInscriptionData().
--   - t2 is the talent table for the inscription inscribed on the body.
--   - d2 is the inscription data associated with t2, as generated by
--     ActorInscription:getInscriptionData().
--
-- If t2 and d2 are nil, you should return the same text as your .info()
-- method; otherwise, your returned text should show the difference between
-- the two talents, as shown by the examples below.  [You won't need to use
-- the frob() function shown below; we only need that because we're
-- altering the talents of the existing inscriptions.]  You can use the
-- utility method util.addon.compare.colorize(n, fmt, good) provided below
-- [you'll probably want to make a local alias to shorten the name, as
-- shown below]; the parameters are:
--
--   - n is the difference between the value for t1 and the value for t2.
--   - fmt is the printf-style format to use to format n; default is '%+d'.
--   - good controls color determination for the formatted n.  If good is
--     nil, the text will be green if n is positive and red if n is
--     negative; if good is a number, the text will be green if good*n is
--     positive and red if it is negative; if good is boolean, the text
--     will be green if good is true and red if it is false.
-- ========================================================================

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PostPosted: Fri Jul 08, 2016 2:55 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Which, having said the above, is not to say that we shouldn't support stuff in official addons like EoR. :oops: v14i, just released, includes support from Enhanced Object Compare for for Embers' steam generators and medical injectors. If this is what you were referring to, Chronosplit, We Apologize for the Confusion.™

We also include a tweak from Auto-Transo Gems that keeps gems out of the transmo chest if you know the Create Tinker talent, and new support in Talent Point Planner for the Exotic Weapons Mastery talent from the lost warrior escort quest.

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PostPosted: Fri Jul 08, 2016 3:06 am 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 237
Ah yeah, I included Embers in that too. I was kind of vague, sorry about that. :P

Thanks for the information however, that was very useful as well!


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PostPosted: Sat Jul 09, 2016 7:23 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Chronosplit wrote:
Ah yeah, I included Embers in that too. I was kind of vague, sorry about that. :P

No worries. :wink:

And hot on the heels of that last release comes another, v14j, with a fix for Enhanced Object Compare's handling of medical injectors and some improvements for Go to Landmark.

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PostPosted: Tue Jul 19, 2016 11:11 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
By popular demand (okay, one person asked :wink: ), I'm reviewing my addons list looking for possible candidates for addition to a future release of ZOmnibus, and I figured I'd solicit opinions on the matter. Usually I wait for a savefile-incompatible point release to do this sort of thing, to reduce the likelihood of collision problems with savefiles that are using old ZOmnibus together with addon(s) that just got added to new ZOmnibus; but there's no telling how long that might be, and depending on what we end up deciding to add, I may be able to work around any problems that might arise.

All told, I currently have 40 released and active addons (not counting the officially deprecated Online Icon and a handful of really old addons). Of those, 17 are already included in ZOmnibus (and one, of course, is ZOmnibus :wink: ). Of the remaining 22, the following would probably be considered too "questionable" to include in ZOmnibus:
The following strike me as kind of iffy:
And the following, I think, would be entirely unproblematic (though I haven't yet investigated the technical feasibility of incorporating them):

So. Thoughts?

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PostPosted: Mon Jul 25, 2016 6:42 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
*blink* …Okay, wasn't expecting radio silence as a response to that question. :? I'll hold off on further merges for now, then; in the meantime, v14k just went out, with improvements to Pragmatic Heroism and Inventory Sort Order.

[And as long as I'm here, let me put a probably long overdue FAQ comment here so I can link back to it from the Steam page and the te4.org page.]

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PostPosted: Mon Jul 25, 2016 6:44 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Frequently Asked Questions:

What's the difference between ZOmnibus and ZOmnibus Lite? Can I use them both together?

ZOmnibus Lite is a subset of ZOmnibus, excluding certain addons that some players would consider to materially affect gameplay in undesirable ways. In particular, the following component addons of ZOmnibus are not included in ZOmnibus Lite:

Naturally, ZOmnibus and ZOmnibus Lite overlap significantly, and using both of them together is very likely to cause errors or damage your character. The character creation dialog will warn you if you attempt to create a character with both addons enabled.

What game options does ZOmnibus provide to configure its behavior?

Several of the component addons of ZOmnibus and ZOmnibus Lite add game options to influence their behavior:

  • Auto-Transmo Gems:
    • "Auto-transmo gems" (under Gameplay): Specify which gems should be placed into the Transmogrification Chest when you pick them up. You can set "none", "all", or a tier threshold from 1 to 4 to specify all gems of that tier and lower. Note that if your character knows any talents that use gems (like Alchemists' Create Alchemist Gems or Imbue Item), this option will be treated as "none" for that character (unless otherwise specified by the following option).
    • "When to auto-transmo gems" (under Gameplay): Controls when to put gems in the Transmogrification chest:
      • 'Standard': Default behavior; put gems in chest if you know no gem-using talents.
      • 'Always': Always put gems in chest, even if you know some gem-using talents.
      • 'After linking transmo chest': Don't put gems in chest until you've linked your chest to the Sher'Tul fortress; then as per Standard.
  • Pragmatic Heroism (ZOmnibus only):
    • "Show negative life in tooltips" (under UI): Controls whether to show negative life in actor (and player) tooltips, and whether to show a modified life bar when your life is negative (as described in the following option).
    • "Combined life bar" (under UI): Controls what kind of modified life bar to show, if the above option is enabled. The "combined" life bar runs from your negative die-at threshold to your maximum life, with the negative-life parts colored differently; the "negative" life bar (the default) runs normally when you're above zero life and backward from zero to your negative die-at threshold when you're below zero life.
  • Inventory Sort Order:
    • "Sort gems by tier" (under UI): Changes the sort order of gems, either sorting by tier and then color within tier (the default) or by color and then tier within color. I'm assured that there are gem-using addons for which this is an important difference. :wink:
  • Opt-in Adventurers Parties (ZOmnibus only):
    • "Adventurers party response strategy" (under Gameplay): Set to "Always evade", "Never evade" or "Ask" (the default) to control whether to evade or fight adventurers parties on the world map.
    • "Orc patrol response strategy" (under Gameplay): As above, but for orc patrols in the east.
    • "Sunwall patrol response strategy" (under Gameplay): As above, but for Sun Paladin patrols and Anorithil patrols from the Embers of Rage DLC.
    • "Extended evade duration" (under Gameplay): If you have any of the above set to "Ask" and you choose to evade when asked, you can make that evade decision "stick" for a certain number of turns by setting this option to that number. Set to zero to disable.
  • Tier-1 Short Circuit Option:
    • "Short-circuit some early dungeons" (under Gameplay): Disable this option (the default) to bypass the "Easy!" dialog that lets you skip ahead to the bottom of some early dungeons and start at the top of said dungeons.
  • Alternate Zones Option (ZOmnibus only):
    • "Alternate zones" (under Gameplay): Select zones whose alternate forms you want to block or force.
  • Store Wish List:
    • "Store wish list tracker popup" (under UI): Controls whether you get the "you can now afford that thing you wanted" popup when you get more gold.
  • Savefile Notes:
    • "Prompt for savefile note on save" (under Misc): Turns on/off a dialog prompt to enter a savefile note when you save your character.
  • Passive Cooldowns:
    • "Passive cooldown trackers" (under UI): Turns on/off the passive cooldown trackers provided by the Passive Cooldowns addon.
  • Low Health Popup (ZOmnibus only):
    • "Low-health warning popup threshold" (under UI): Percent of your max life at which to warn you with a popup dialog. Can range from 1 to 99, or zero to disable the popup.
  • Restart Sustains (ZOmnibus only):
    • "Restart marked sustains while resting" (under Gameplay): Enable to have marked sustains reactivated while you rest. You can still use the "Restart Sustains" button on the Restart Sustains dialog as needed. See the related FAQs for more information.

(continued below)

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Last edited by Zizzo on Fri Mar 23, 2018 1:00 am, edited 5 times in total.

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PostPosted: Mon Jul 25, 2016 9:41 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 237
The only ones I can see that would match the "idea" of the pack would be Item Notes, Savefile Notes, and Passive Cooldowns, each with options to turn PC off. Unfortunately these are all in the problematic section.

More ways to add notes is always nice, Savefile Notes in particular I've found very useful in that I tend to forget my characters by name after I need to take a day or two off.


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PostPosted: Tue Jul 26, 2016 1:01 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Chronosplit wrote:
The only ones I can see that would match the "idea" of the pack would be Item Notes, Savefile Notes, and Passive Cooldowns, each with options to turn PC off. Unfortunately these are all in the problematic section.

No, those are all in the completely unproblematic list at the bottom (in fact, those are among the ones I figured people would be most likely to want). Passive Cooldowns in particular isn't revealing any information that wasn't otherwise available; it's just displaying it more prominently and conveniently (although yes, it would need an option if we merged it into ZOmnibus, as we did with Pragmatic Heroism). And more note-taking functionality is always good, as you say.

Let me do some code digging and investigate how easy it would be to arrange for these addons not to step on each other's (or ZOmnibus') feet. And if anyone else has any requests, now is the time. :wink:

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PostPosted: Tue Jul 26, 2016 1:28 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
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Location: Yeehaw, pardner
Golem Speed Lock? It's pretty QoL.

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PostPosted: Tue Jul 26, 2016 1:48 am 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 237
Ah, I see! Come to think of it Low Health Popup and Restart Sustains (especially for stuff like Gloom) would be pretty welcome additions too.

Micbran wrote:
Golem Speed Lock? It's pretty QoL.

I can see why that can be iffy though. It would most likely strike some of us as more than QoL, and an option to turn it off sounds like something that might or might not cause problems if you're an Alchemist.


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PostPosted: Thu Jul 28, 2016 1:31 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Chronosplit wrote:
Ah, I see! Come to think of it Low Health Popup and Restart Sustains (especially for stuff like Gloom) would be pretty welcome additions too.

Hmm, Restart Sustains might be tricky; it's kind of an elaborate one. I'll do some more code digging.

Chronosplit wrote:
Micbran wrote:
Golem Speed Lock? It's pretty QoL.

I can see why that can be iffy though. It would most likely strike some of us as more than QoL, and an option to turn it off sounds like something that might or might not cause problems if you're an Alchemist.

Yeah, that's why I listed that one in the "iffy" section.

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PostPosted: Wed Aug 03, 2016 1:45 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
And the big release, v15, incorporating Savefile Notes, Item Notes, Passive Cooldowns, Low Health Popup and Restart Sustains. Note that if you have any characters using ZOmnibus together with any of the above addons, you should upgrade them all together, and future characters shouldn't use any of these addons together with ZOmnibus (if you forget, the character creation dialog will warn you). Also thrown into the mix is some tweaks to Go to Landmark to remember a few more landmarks.

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