[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#376 Post by Zizzo »

Pushing out v16a.11 with a quick update to Passive Cooldowns.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#377 Post by Zizzo »

v16a.12 for both includes a bug fix in Enhanced Object Compare.
"Blessed are the yeeks, for they shall inherit Arda..."

Chronosplit
Archmage
Posts: 312
Joined: Fri Oct 09, 2015 2:27 pm

Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

#378 Post by Chronosplit »

This error popped up when I compared an Acid Wave rune in the store:
Image

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#379 Post by Zizzo »

Chronosplit wrote:This error popped up when I compared an Acid Wave rune in the store:
[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.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#380 Post by Zizzo »

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..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#381 Post by Zizzo »

I'm just hitting a string of these things… :oops: :wink: v16a.15 for ZOmnibus only includes a small fix to Pragmatic Heroism.
"Blessed are the yeeks, for they shall inherit Arda..."

OnceUponAQuine
Posts: 3
Joined: Thu Apr 30, 2020 3:59 am

Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

#382 Post by OnceUponAQuine »

Bug: Combined Life Bar + die at negative + archmage's disruption shield active = shield amount renders underneath the life bar

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#383 Post by Zizzo »

OnceUponAQuine wrote:Bug: Combined Life Bar + die at negative + archmage's disruption shield active = shield amount renders underneath the life bar
Just saw that report, thanks. Should be fixed in v16a.16, just released. We Apologize for the Inconvenience.™
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#384 Post by Zizzo »

Quickie release v16b for both, with a small tweak to Inventory Sort Order.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#385 Post by Zizzo »

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..."

ZeroAffex
Low Yeek
Posts: 8
Joined: Sat Jan 18, 2020 2:10 am

Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

#386 Post by ZeroAffex »

Zizzo wrote:And hot on the heels of that, v16b.1 for both includes a small improvement to Enhanced Object Compare.
Looks great. Thanks Zizzo :)

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#387 Post by Zizzo »

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..."

minmay
Wyrmic
Posts: 280
Joined: Fri Sep 07, 2012 1:34 am
Contact:

Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

#388 Post by minmay »

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:

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
2. Superload engine/interface/PlayerHotkeys.lua with this:

Code: Select all

local _M = loadPrevious(...)

_M.nb_hotkey_pages = 8

return _M
That's all!

Zizzo
Sher'Tul Godslayer
Posts: 2009
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

#389 Post by Zizzo »

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), […]
[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.]

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..."

minmay
Wyrmic
Posts: 280
Joined: Fri Sep 07, 2012 1:34 am
Contact:

Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

#390 Post by minmay »

Zizzo 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.
The reason the debug library stuff is in there is so it doesn't conflict with addons like those :P

Post Reply