[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Moderator: Moderator
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Pushing out v16a.11 with a quick update to Passive Cooldowns.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
v16a.12 for both includes a bug fix in Enhanced Object Compare.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
This error popped up when I compared an Acid Wave rune in the store:


-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
[sound F/X: source diving] Well, that was sloppy. When I updated the handling of acid wave runes for 1.6, I missed a spot. (As with ethereal runes, I prob'ly would never have tripped over this, as I don't typically use acid waves runes.) Fixed for both in v16a.13, which also includes a small bug fix in Talent Point Planner.Chronosplit wrote:This error popped up when I compared an Acid Wave rune in the store:
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
And hot on the heels of that, pushing out v16a.14 for ZOmnibus only, with a bugfix in Prodigious Progress.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
I'm just hitting a string of these things…
v16a.15 for ZOmnibus only includes a small fix to Pragmatic Heroism.


"Blessed are the yeeks, for they shall inherit Arda..."
-
- Posts: 3
- Joined: Thu Apr 30, 2020 3:59 am
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Bug: Combined Life Bar + die at negative + archmage's disruption shield active = shield amount renders underneath the life bar
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Just saw that report, thanks. Should be fixed in v16a.16, just released. We Apologize for the Inconvenience.™OnceUponAQuine wrote:Bug: Combined Life Bar + die at negative + archmage's disruption shield active = shield amount renders underneath the life bar
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Quickie release v16b for both, with a small tweak to Inventory Sort Order.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
And hot on the heels of that, v16b.1 for both includes a small improvement to Enhanced Object Compare.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Looks great. Thanks ZizzoZizzo wrote:And hot on the heels of that, v16b.1 for both includes a small improvement to Enhanced Object Compare.

-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
Pushing out v16c for both, with changes from Go to Landmark, Enhanced Object Compare, Auto-Transmo Gems and Talent Point Planner.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
I've just made something that I believe would go well in ZOmnibus (if you don't mind a bit of debug library abuse), so I'm suggesting it here instead of uploading my own addon right away.
Currently the maximum number of talent+item hotkeys is 60, which is frequently not enough by endgame. I'd like to have more available. Here is code that adds 36 more:
1. Put this in your ToME:load hook:
2. Superload engine/interface/PlayerHotkeys.lua with this:
That's all!
Currently the maximum number of talent+item hotkeys is 60, which is frequently not enough by endgame. I'd like to have more available. Here is code that adds 36 more:
1. Put this in your ToME:load hook:
Code: Select all
local KeyBind = require("engine.KeyBind")
local defaultKeys = {"1","2","3","4","5","6","7","8","9","0","MINUS","EQUALS"}
-- Separate iterations for each group of hotkeys so that they don't intermingle in the key config dialog
for i,key in ipairs(defaultKeys) do
-- Ctrl+Shift
KeyBind:defineAction{
default = { string.format("sym:_%s:true:false:true:false",defaultKeys[i]) },
type = string.format("HOTKEY_SIXTH_%d",i),
group = "hotkeys",
name = string.format("Sixth Hotkey %d",i),
}
end
for i,key in ipairs(defaultKeys) do
-- Ctrl+Alt
KeyBind:defineAction{
default = { string.format("sym:_%s:true:true:false:false",defaultKeys[i]) },
type = string.format("HOTKEY_SEVENTH_%d",i),
group = "hotkeys",
name = string.format("Seventh Hotkey %d",i),
}
end
for i,key in ipairs(defaultKeys) do
-- Ctrl+Alt+Shift
KeyBind:defineAction{
default = { string.format("sym:_%s:true:true:true:false",defaultKeys[i]) },
type = string.format("HOTKEY_EIGHTH_%d",i),
group = "hotkeys",
name = string.format("Eighth Hotkey %d",i),
}
end
-- Now we have to change a couple upvalues, one in HotkeysIconsDisplay.lua and one in PlayerHotkeys.lua,
-- because the names of the pages are hardcoded into those files...
-- Since the upvalue is a table we're modifying, we only have to do this for one function in each file.
-- These could be buried by superloads so we search through function upvalues.
local targetFunctions = {require("engine.HotkeysIconsDisplay").display,require("engine.interface.PlayerHotkeys").bindAllHotkeys}
for _,v in ipairs(targetFunctions) do
local func = v
local i = 1
local name,upval
local searchedFunctions = {}
local success
repeat
name,upval = debug.getupvalue(func,i)
if i==1 and name == "page_to_hotkey" and type(upval) == "table" then
-- Found the original function!
upval[#upval+1]="SIXTH_"
upval[#upval+1]="SEVENTH_"
upval[#upval+1]="EIGHTH_"
success = true
elseif type(upval) == "function" and not searchedFunctions[upval] then
searchedFunctions[upval] = true
func = upval
i = 1
else
i = i+1
end
until success or (name == nil)
--if not success then
-- print(string.format("Could not find page_to_hotkey upvalue in %s, extra talent hotkeys will not appear on the hotbar.",debug.getinfo(v).short_src or "unknown function"))
--end
end
Code: Select all
local _M = loadPrevious(...)
_M.nb_hotkey_pages = 8
return _M
-
- Sher'Tul Godslayer
- Posts: 2517
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
[reads code] Gyeep! That… seems kind of fragile. Not sure how else it could be done, though. [Frankly, I'd be tempted to just replace the entire method, though that would probably be just as prone to break.]minmay wrote:I've just made something that I believe would go well in ZOmnibus (if you don't mind a bit of debug library abuse), […]
I'm gonna say go ahead and release this one yourself. Thanks for the thought, though. Ooh, I should check Juggle Hotkeys on Unwield and Possessor Tweaks; they both play around in that area, and I wouldn't want them to collide with your stuff.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
The reason the debug library stuff is in there is so it doesn't conflict with addons like thoseZizzo wrote:Ooh, I should check Juggle Hotkeys on Unwield and Possessor Tweaks; they both play around in that area, and I wouldn't want them to collide with your stuff.
