Search found 64 matches
- Tue Mar 01, 2022 9:44 am
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
Huge thank you to Doctus and jnday for submitting pull requests on github. I did not see those requests for several years because github sent the notifications to my nonexistent mobile device instead of my email, but I have seen them now! This update largely consists of their efforts (I only spent a...
- Sat Sep 12, 2020 10:53 am
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
v.1.6.2 PATCH NOTES:
- Added configuration to disable the Hunt state, since it often is less smart than not having it. Default disabled.
- Thu Mar 28, 2019 7:50 am
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
v1.6.1 PATCH NOTES:
- Added configuration for the AI runtime timeout. You can now adjust to match your patience with the AI getting stuck in loops.
- Fri Mar 08, 2019 9:53 pm
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
v1.6 PATCH NOTES: Added framework support for configurations! There is a new tab in the Game Options menu for "Player AI" settings. Configurable percentage health thresholds for disabling the AI or fleeing in "hunt" state. Configurable timeout on "hunt" state. Just thre...
- Fri Mar 08, 2019 7:50 pm
- Forum: Development
- Topic: superloading settings.lua
- Replies: 2
- Views: 8394
Re: superloading settings.lua
The hook onto GameOptions:generateList (or GameOptions:tabs in my case) works great for putting the menu items into the options menu, and I've had that working fine. The question was how you get those settings into the config object, and how you ensure that these settings are saved. It turns out I'm...
- Fri Mar 08, 2019 12:56 am
- Forum: Development
- Topic: superloading settings.lua
- Replies: 2
- Views: 8394
superloading settings.lua
tl;dr: What is the correct way to add settings to the menu in an addon? I'm trying to add a new tab to the Game Options menu (in retrospect, it should probably be a new entry in the main menu but I'll deal with that later), but there seems to be an issue preventing my settings from being initialize...
- Wed Mar 06, 2019 8:38 pm
- Forum: Development
- Topic: Dum Question: Using the Data folder
- Replies: 2
- Views: 2016
Re: Dum Question: Using the Data folder
Ah, I knew I needed to put the addon-name in there somewhere, but I didn't try hyphenating it.
That said, good call on using an overload instead. I wasn't sure you could overload a file that didn't exist, but I should have just tried it.
That said, good call on using an overload instead. I wasn't sure you could overload a file that didn't exist, but I should have just tried it.
- Wed Mar 06, 2019 1:29 am
- Forum: Development
- Topic: Dum Question: Using the Data folder
- Replies: 2
- Views: 2016
Dum Question: Using the Data folder
The development wiki suggests using a /data folder in the addon root to store new classes and/or raw data files. How do I then access those files from another? I've got a helper class in /data/myclass.lua I'm trying to require into my /hooks/load.lua, but no matter what I put it tells me that this f...
- Mon Apr 18, 2016 5:14 pm
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
It is on indefinite hiatus ever since I got a real job. So basically no, it is not under active development, but I might come back to it some day. I should probably add that to the description. On the other hand, it is a lot easier to test and validate code than to find the time to write it, so if p...
- Mon Feb 29, 2016 9:08 am
- Forum: Development
- Topic: Making Menus
- Replies: 0
- Views: 8399
Making Menus
I need to make a configuration menu for a LARGE number of settings. I'm looking for something like the Settings menu, with tabs, a list down the left side, and the big middle area for all the details. It's probably going to get complicated. Context: I am the developer of the Player AI addon . That t...
- Sun Nov 29, 2015 12:48 am
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
Ah, that makes sense then. Carry on.
- Sun Nov 29, 2015 12:44 am
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
Huh, the steam version of ToME is only v1.3.1. That might be something to talk to DarkGod about too.
- Sun Nov 29, 2015 12:42 am
- Forum: Development
- Topic: Picky-Choosey Talent Casting
- Replies: 6
- Views: 4433
Re: Picky-Choosey Talent Casting
That would make sense. It always feels odd that it announces "<Player> rushes out!" before you even pick your destination, not to mention the internal return where you don't have a path and it "succeeds". Fixing the base ToME functionality around that to be more consistent would ...
- Wed Nov 04, 2015 7:39 pm
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
Sure! I'll try to work that out in probably 3 patches from now. If things go as I expect (which they rarely do in code) that patches will be: Hunting State. Responding to damage from unseen attackers, including blindness. Configurations. Ability to set a lot of the constants used like the low health...
- Wed Nov 04, 2015 6:59 pm
- Forum: Addons
- Topic: RELEASED: Player AI
- Replies: 35
- Views: 23015
Re: RELEASED: Player AI
That's not really my concern. I already have code that finds all enemies in sight and knows the range to them. The issue is that if I start telling the AI to always cast a talent when an enemy is within range X, I either have to start hard-coding the range of every talent in ToME into my AI, which i...