[1.1.5] The Auto Archer (+Melee) addon

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hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

[1.1.5] The Auto Archer (+Melee) addon

#1 Post by hyprformnce »

Introducing
The Auto Archer! (+MELEE)

This add-on helps archer classes get through the laborious early-game grind required to get past the first few zones of the campaign. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Now, you can sit back and watch your archer gun down the minions and step in when the tough fights occur :)

The Auto Archer behaves as follows:
  • auto explores when no enemies are around
  • NEW! freezes in terror when it sees a strong enemy (configurable through the gameplay menu)
  • walks towards visible, out-of-range enemies using built-in pathfinding algorithm
  • targets the closest enemy if any are in range
  • cycles through all available bow/sling talents, using the lowest cooldown talents first (except for shoot, which happens last)
  • reloads your quiver if you run out of ammo during a fight
  • NEW! Whacks enemies with your stick if you're a melee character
Clearing Trollmire:
  • old archer experience...: z-1-1-3-3-2-2-4-4-5-5-2-2-1-1-1-1-1-1-1-1-reload-1-1-reload-2-2-reload-1-reload-1-1-z-z-altF4
  • the new Auto Archer experience!!: x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x :D
Roadmap:
  • add a configuration options in the game menu
  • allow you to choose what talents to consider shooting the enemy with
  • allow you to choose which talents fire before others
  • allow you to prioritize enemies by different metrics
Notes:
  • Currently, pressing any button seems to interrupt player rest and autoexplore, so holding down The Auto Archer button will cause your character to do either of those somewhat slowly. Until I figure out how to prevent those interruptions, it is recommended to rapidly tap the button instead, unless you find yourself around multiple enemies.
  • The Auto Archer is weak to low light radius as expected. If something is sniping you from out of LOS, move towards it first.

Download it here!! --> http://te4.org/games/addons/tome/hypr-auto_archer

This addon uses a hook and superload for the keybinding/functionality.
I used jacktrades' Auto-Advance Action code structure as a base, so respectful kudos to him.
I used StarWeaver's floating text addon as a reference for the game menu additions and persistent settings, so respectful kudos to him.
Thanks to everyone in the IRC for helping me make my first addon. It would have been inconvenient without you.
Obviously, feedback, suggestions, and ideas are always welcome.
Last edited by hyprformnce on Tue Apr 01, 2014 4:43 am, edited 7 times in total.

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: [1.1.5] The Auto Archer addon

#2 Post by hyprformnce »

Change Log

version 3
  • Now includes a "max rank" game menu option (under gameplay) to cause The Auto Archer to freeze on sight
  • Removed the melee auto attack spam
version 2
  • Added vital shot to the mix
  • Now guides melee characters towards enemies and attacks them. Tedium savings for all! :D
  • Major code cleanup + small improvements. Nesting is ugly
version 1
  • Now waits a turn if it fails to move the player
  • No longer uses flare shot
  • No longer tries to use skills it can't use (e.g. due to stamina)
  • Added venomous strike to the mix
  • Misc. bug fixes
version 0
  • Initial release
Last edited by hyprformnce on Tue Apr 01, 2014 4:38 am, edited 2 times in total.

kyuubee
Thalore
Posts: 136
Joined: Wed Jun 22, 2011 10:11 pm

Re: [1.1.5] The Auto Archer addon

#3 Post by kyuubee »

the new version of addon is surprisingly usable even when i test it on my run without killing bosses i.e. seriously underleveled. still as any auto tool it's sometimes dangerous to use

also imo the order of shots isn't optimal, i peeked into the code, it seems you use the shot with lowest possible cooldown first which is not the most safe approach imo, i personally like to use crippling shot first for its slow and then all other shots, it allows to kill enemy safer because they have less time to react being slowed, and if it can be killed with a single steady shot it's usually no threat anyway. on the other hand it's possible to waste it for something unsignificant...
i'm not sure about scatter shot, it should be sometimes targeted manually because it can hit you too, bull shot either isn't something which you generally want to use at all

oh, and it seems you didn't add vital shot prodigy there, it's a good part of damage for many archers since lvl 30

Isotope-X
Thalore
Posts: 129
Joined: Tue May 28, 2013 1:34 pm

Re: [1.1.5] The Auto Archer addon

#4 Post by Isotope-X »

kyuubee wrote: also imo the order of shots isn't optimal
Sure, any sort of auto-action isn't going to be optimal play. I'd imagine this would be useful for plowing through lots of basic enemies. For any threatening enemy, you'd want to go back to selecting your own talents.

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: [1.1.5] The Auto Archer addon

#5 Post by hyprformnce »

kyuubee wrote:the new version of addon is surprisingly usable even when i test it on my run without killing bosses i.e. seriously underleveled. still as any auto tool it's sometimes dangerous to use
also imo the order of shots isn't optimal
oh, and it seems you didn't add vital shot prodigy there, it's a good part of damage for many archers since lvl 30
Thanks for the feedback! See the roadmap re: your concerns about shot order. It may take some time though =s. Good catch with the shot prodigy, I'll add that in as soon as I have time. As a curiosity, why do you avoid bosses? Imo bosses give exp far beyond their power levels.
Isotope-X wrote: I'd imagine this would be useful for plowing through lots of basic enemies. For any threatening enemy, you'd want to go back to selecting your own talents.
Thanks for the feedback! You are correct, the goal of the add-on is to clear many minions effectively. Using low cool down shots first is a good way to cycle through talents as long as possible without resorting to a weak regular shot :p. If a new shot is added to the game that resets the cool down of other talents, I would definitely take that into account for the default shot order.

queebles
Cornac
Posts: 32
Joined: Thu Dec 06, 2012 3:21 am

Re: [1.1.5] The Auto Archer addon

#6 Post by queebles »

this is a pretty cool add-on. i have always wanted a borg add-on for tome, with customizable AI, weighted talent priorities and borg specific achievements, just start a new game, set the priorities, hit one button and watch! this is one more step in that direction... awesome!

kyuubee
Thalore
Posts: 136
Joined: Wed Jun 22, 2011 10:11 pm

Re: [1.1.5] The Auto Archer addon

#7 Post by kyuubee »

apart from shot order, using scatter shot (you can hurt yourself when enemies are close, 5/5 scatter shot has a quite big area) and bull shot (it's a gap closer with knockback, i doubt you want to jump into a group of enemies, people usually pick it mostly to get to the last two skills in the tree) can be very dangerous
hyprformnce wrote:As a curiosity, why do you avoid bosses? Imo bosses give exp far beyond their power levels.
to drop rod of recall from urkis

queebles
Cornac
Posts: 32
Joined: Thu Dec 06, 2012 3:21 am

Re: [1.1.5] The Auto Archer addon

#8 Post by queebles »

i wish it knew when to use disengage and other generics, and runes and inscriptions. but otherwise, it's great, it made it through norgos, gloom, trollmire, derth arena, kor'pul, and hidden tunnels before finally dying in the maze. i gotta say that i've died quicker while actively paying attention.

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: [1.1.5] The Auto Archer addon

#9 Post by hyprformnce »

queebles wrote:this is a pretty cool add-on. i have always wanted a borg add-on for tome, with customizable AI, weighted talent priorities and borg specific achievements, just start a new game, set the priorities, hit one button and watch! this is one more step in that direction... awesome!
queebles wrote:I wish it knew when to use disengage and other generics, and runes and inscriptions.
Thanks for the feedback! If you set other skills, runes, and inscriptions to auto cast, they should still go off while The Auto Archer does its thing. Disengage would be interesting, since it requires a target and can't always be auto cast without requiring input. However, anything other than doing damage to weaklings starts to leave scope. The goal of this add-on is really just to skip through the mindless bits so you can enjoy the tougher challenging fights. The entertaining borg idea you mentioned sounds like an interesting but large undertaking that I'm not likely to tackle any time soon.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: [1.1.5] The Auto Archer (+Melee) addon

#10 Post by Doctornull »

This doesn't seem to be on Steam Workshop, is that for a reason?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: [1.1.5] The Auto Archer (+Melee) addon

#11 Post by hyprformnce »

Setting up a steam account sounded like alot of work :p
Do people actually look for tome addons on there? It made more sense to me that everyone who played tome would use the te4.org site for addons.

edit: it also seems to be down atm

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: [1.1.5] The Auto Archer (+Melee) addon

#12 Post by Doctornull »

Can't start a new game:

Code: Select all

Lua Error: /hooks/hypr-auto_archer/load.lua:135: attempt to index global 'wvr' (a nil value)
	At [C]:-1 __index
	At /hooks/hypr-auto_archer/load.lua:135 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /mod/class/Game.lua:92 run
	At /engine/Module.lua:831 instanciate
	At /engine/utils.lua:1902 showMainMenu
	At /engine/init.lua:153 
	At [C]:-1 dofile
	At /loader/init.lua:196 
[ENGINE] Setting requested FPS to 2 (500 ms)
Regarding Steam, it has a fairly convenient auto-update feature for addons, so like when you patch a bug, the game would download the new addon when it started up. I am very lazy and I like machines doing things for me.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: [1.1.5] The Auto Archer (+Melee) addon

#13 Post by hyprformnce »

Doctornull wrote:Can't start a new game:
Whoops, fixed.

Does steam update addons for currently loaded games? Because then I can see that being really useful. I'll give it a shot the next time I release an update

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: [1.1.5] The Auto Archer (+Melee) addon

#14 Post by Marson »

Yup. You can't add or remove an addon to/from a character (without some editing), but ToME checks Steam while on the main menu and updates any addons you are subscribed to. The user doesn't have to do any work and just receives new features and bugfixes automatically.

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: [1.1.5] The Auto Archer (+Melee) addon

#15 Post by Mankeli »

I haven't downloaded any addons before but I just downloaded this and shot a couple of mofos down and I gotta say this is lé bestness. Basically transforms a class that I'm not able to play for more than two dungeon levels before rage quitting to a viable alternative. I just tried it out now so can't comment about possible bugs and such but it overall it seems to work as one would expect it to.

So great job, high five and thank you!

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