Escorts Enhanced

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Einzbern
Higher
Posts: 52
Joined: Mon Aug 04, 2014 10:27 pm

Re: Escorts Enhanced

#16 Post by Einzbern »

It's not in an inaccessible part of the map since I've dug around looking for portals. So the no portal thing is a bug that happens in unmodded ToME?

Edit-
After talking with Stuntofthelitter, it seems like Succor may be my issue.

HunterZ
Cornac
Posts: 39
Joined: Fri Jan 11, 2013 5:24 am
Location: Seattle
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Re: Escorts Enhanced

#17 Post by HunterZ »

Posted a 1.2.0 update for the first time in years, which started as picking up a minor change from the base game, but I also decided to do some minor cleanups and tweaks.

Edit: Reminder that this addon *only* changes the escort AI, and not quests, spawning, etc. If you are experiencing issues with anything other than an escort's movements or text emotes, it's NOT this addon's fault!

Changes:
  • merge in _t / tformat() changes to flee help emote code (is this translation-related?)
  • use _t / tformat() for custom emotes too
  • minor changes to emote text
  • implement consistent 35% chance to run rest AI instead of any action other than following the player (or fleeing)
  • implement consistent 10% chance to do a single emote at the player, with action-specific taking precedence
  • use consistent logic to check whether a path was generated
  • choose an action, but defer taking it until after emoting (reduces chance of wrong/double emote)
  • enhance rest AI to emote fully-rested state
  • fully integrate useEnergy call into rest AI design

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