[1.1.5] Auto-explore & Rest Tweaks
Moderator: Moderator
[1.1.5] Auto-explore & Rest Tweaks
v2.1.0 *** FOR ToME v1.2.4 ONLY ***
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.
Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5.
• 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.
Additional features:
• 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.
+ Compatible with ToME v1.2.4
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.
http://te4.org/games/addons/tome/marson-autoexplore
http://steamcommunity.com/sharedfiles/f ... =231985484
CaptainTrips's "Rest Tweaks" addon: http://forums.te4.org/viewtopic.php?f=50&t=37172
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.
Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5.
• 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.
Additional features:
• 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.
+ Compatible with ToME v1.2.4
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.
http://te4.org/games/addons/tome/marson-autoexplore
http://steamcommunity.com/sharedfiles/f ... =231985484
CaptainTrips's "Rest Tweaks" addon: http://forums.te4.org/viewtopic.php?f=50&t=37172
Last edited by Marson on Thu Oct 23, 2014 2:44 am, edited 6 times in total.
-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.1.5] Auto-explore & Rest Tweaks
When your addon is installed, I get an extensive list of Lua errors when trying to create a new character.
Turning off your addon makes the errors go away.
Here's the tail of the log:
Turning off your addon makes the errors go away.
Here's the tail of the log:
Code: Select all
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
forest troll 4604 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
AI took for target 4604 forest troll :: 1775 Ggeklau 1 100
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
forest troll 4604 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
forest troll 4604 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
forest troll 4604 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /mod/class/interface/Combat.lua:1036: attempt to call method 'getDex' (a nil value)
stack traceback:
/mod/class/interface/Combat.lua:1036: in function 'combatDefenseBase'
/mod/class/interface/Combat.lua:1052: in function 'combatDefense'
/mod/class/interface/Combat.lua:358: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:195: in function 'attackTarget'
/data-Infinite500/talents/misc/miscI500.lua:79: in function </data-Infinite500/talents/misc/miscI500.lua:59>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 bumpInto
At /mod/class/Actor.lua:2928 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:63 aiCanPass
At /engine/interface/ActorAI.lua:85 runAI
At /engine/ai//simple.lua:205 runAI
At /engine/ai//talented.lua:64 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ----------------
2: table // 11598b98
1: table // 11598b98
--------------- Stack Dump Finished ---------------
Re: [1.1.5] Auto-explore & Rest Tweaks
I'm guessing that's a compatibility issue with Infinite 500. I'll see if I can get them working together.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.1.5] Auto-explore & Rest Tweaks
Yeah it sure could be, I know that i500 is a pretty pervasive mod.
It could be something about superloading order, too, if you're replacing routines and so is i500, your stuff may be get lost. There are addon load order specifications but I don't use them myself.
It could be something about superloading order, too, if you're replacing routines and so is i500, your stuff may be get lost. There are addon load order specifications but I don't use them myself.
Re: [1.1.5] Auto-explore & Rest Tweaks
I think it's fixed. See if it works for you now.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.1.5] Auto-explore & Rest Tweaks
No more Lua spam. Thanks!Marson wrote:I think it's fixed. See if it works for you now.
Re: [1.1.5] Auto-explore & Rest Tweaks
Cool. Thanks for letting me know about it!
Re: [1.1.5] Auto-explore & Rest Tweaks
If you are just using this addon, you don't need to update. If you are using it with my UI addon and want to update that for new features, this one will need updating as well for compatibility.
Steam uploads are hanging, so only manual updates for the moment.
Steam uploads are hanging, so only manual updates for the moment.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.1.5] Auto-explore & Rest Tweaks
Bug report!
Whatever NPC this was, it was not in my view when the endless stack of Lua pop-ups popped up.
Whatever NPC this was, it was not in my view when the endless stack of Lua pop-ups popped up.
Code: Select all
error = "Lua Error: /data/talents/psionic/thought-forms.lua:48: bad argument #1 to 'distance' (number expected, got nil)\
At [C]:-1 \
At [C]:-1 distance\
At /data/talents/psionic/thought-forms.lua:48 on_act\
At .../addons/marson-autoexplore/superload/mod/class/Actor.lua:114 act\
At /mod/class/NPC.lua:54 act\
At /engine/GameEnergyBased.lua:126 tickLevel\
At /engine/GameEnergyBased.lua:62 tick\
At /engine/GameTurnBased.lua:46 tick\
At /mod/class/Game.lua:1141 "
seen = true
reported = true
Re: [1.1.5] Auto-explore & Rest Tweaks
The only thing I change in Actor:act() is at line 118, which is to add 'and not self:attr("resting")', but it hasn't gotten there yet.
I suspect the error comes from your thought form. ToME is trying to determine your thoughtform's distance from you, but can't find the x coord of your thoughtform's location (which is arg #1 of distance). Did you end up with a clone of it or similar? I think it's in a limbo of existing and not existing.
/data/talents/psionic/thought-forms.lua:48 — if game.level:hasEntity(self.summoner) and core.fov.distance(self.x, self.y, self.summoner.x, self.summoner.y) > 10 then
I suspect the error comes from your thought form. ToME is trying to determine your thoughtform's distance from you, but can't find the x coord of your thoughtform's location (which is arg #1 of distance). Did you end up with a clone of it or similar? I think it's in a limbo of existing and not existing.
/data/talents/psionic/thought-forms.lua:48 — if game.level:hasEntity(self.summoner) and core.fov.distance(self.x, self.y, self.summoner.x, self.summoner.y) > 10 then
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.1.5] Auto-explore & Rest Tweaks
I didn't have a Thought-Form of my own, so it was some NPC's Thought-Form which had the problem.Marson wrote:I suspect the error comes from your thought form. ToME is trying to determine your thoughtform's distance from you, but can't find the x coord of your thoughtform's location (which is arg #1 of distance). Did you end up with a clone of it or similar? I think it's in a limbo of existing and not existing.
/data/talents/psionic/thought-forms.lua:48 — if game.level:hasEntity(self.summoner) and core.fov.distance(self.x, self.y, self.summoner.x, self.summoner.y) > 10 then
Re: [1.1.5] Auto-explore & Rest Tweaks
Er... yeah, that's what I meant. 
I've run into NPCs with thoughtforms and haven't had any problems, so I don't think it's anything straightforward. I'll chalk it up to a system oddity at this point, but if it happens again let me know and I'll dig deeper.

I've run into NPCs with thoughtforms and haven't had any problems, so I don't think it's anything straightforward. I'll chalk it up to a system oddity at this point, but if it happens again let me know and I'll dig deeper.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.1.5] Auto-explore & Rest Tweaks
It was pretty odd. It was right when I entered a new level, and I didn't see any enemies on screen yet, so I don't think it was any kind of Chronomancy effect (cloning or anomaly).Marson wrote:Er... yeah, that's what I meant.
I've run into NPCs with thoughtforms and haven't had any problems, so I don't think it's anything straightforward. I'll chalk it up to a system oddity at this point, but if it happens again let me know and I'll dig deeper.
Re: [1.1.5] Auto-explore & Rest Tweaks
+ Lore discovery will only stop autoexplore if there is a popup.
+ Fixed a ToME bug that causes autoexplore to move only a single square after killing an enemy.
+ Fixed a ToME bug that causes autoexplore to move only a single square after killing an enemy.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: [1.1.5] Auto-explore & Rest Tweaks
OH THANK GODMarson wrote:+ Lore discovery will only stop autoexplore if there is a popup.
+ Fixed a ToME bug that causes autoexplore to move only a single square after killing an enemy.