[1.3.1] Custom Auto-use functionality. (Including Items!)

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hauzer
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Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#31 Post by hauzer »

Using "Use if enemies are visible, deactivate when they are not" with Shield of Light spews out Lua errors.

jenx
Sher'Tul Godslayer
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Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#32 Post by jenx »

DeathBySnooSnoo wrote:Hi guys,

Do you ever try to enable auto use when visible for a talent with a short range? Lets say you want to auto-use Mind Sear or Rush but currently your only options are use when enemy is visible or and visible and adjacent. Picking auto-use when visible is annoying because you will have to cancel the auto-use until the enemy is in range. This addon appends additional options to the bind talent auto-use category including auto-use when in range and auto-use when within two tiles.

Feature:
  • Auto-use when within talents range/radius
    Auto-use when within two tiles
    Keybinding (under Miscellaneous) to toggle auto-use on and off completely
    Ability to customize the order in which talents are used (in the case where more than one would be triggered in one turn)
    Keybinding (under Miscellaneous) to toggle auto-use custom ordering on and off
    Ability to set auto-use options on items :!:
http://te4.org/games/addons/tome/custom_auto_use

Hope you guys enjoy. I am open to suggestions for additional auto-use options.

Credit to http://te4.org/games/addons/tome/auto_use_tweaks xetaxheb and Phoenix1 for helping with additional auto-use options.

Please report any bugs here. I have not had extensive time to test the auto-use functionality on items and had to make some assumptions while coding it.

Cheers,
DeathBySnooSnoo
how do you customise the order of talents?
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#33 Post by jenx »

autouse within range doesn't work properly with Sleep talent of solipsism. It should take into account the radius of the talent, not just the distance to the centre of the talent.
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#34 Post by jenx »

also, can you make it so beams etc target the furtherest npc, not the closest?
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#35 Post by jenx »

I think this addon is causinglots of bugs. It keeps freezing the game altogether, and it happens when I get "frozen" in combat by an NPC.

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: not enough memory
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 useTalent
At /mod/addons/custom_auto_use/superload/mod/class/Player.lua:36 useTalentOrItem
At /mod/addons/custom_auto_use/superload/mod/class/Player.lua:356 automaticTalents
At .../addons/marson-autoexplore/superload/mod/class/Actor.lua:118 act
At /mod/class/Player.lua:340 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1182
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#36 Post by jenx »

Another bug.

If you set Equilibirum to Use when no enemies are visible disable when they are, it generates infinite lua errors.
MADNESS rocks

DeathBySnooSnoo
Wayist
Posts: 16
Joined: Fri Jan 03, 2014 6:36 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#37 Post by DeathBySnooSnoo »

Yeah i noticed a bunch of bugs. However i no longer have time to work on this. I would be happy to give someone else the code to work with i think most of the errors results from using game.player instead of self in many cases. I recommend using the old auto use plugin i made instead of this one until its fixed.

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#38 Post by MisiuPysiu »

Hey Guys,

This was one of my favorite addons in the game, adding important functionality. Sadly, with TOME 1.3 the addon is no longer functional :(
I tried to find a similar addon to this one, but failed miserably.
Do we have an addon, which enables auto-use on items?
if not, maybe one of you would take a look at this addon and update it to TOME 1.3.
I'm sure the community would really appreciate it (I would certainly).

Some time ago I tried some modding but eventually had to gave it up so my skills are very rusty...

anyway, I hope we can revive this great piece of addon for the future generations:)

Cheers:)

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#39 Post by jenx »

MisiuPysiu wrote:Hey Guys,

This was one of my favorite addons in the game, adding important functionality. Sadly, with TOME 1.3 the addon is no longer functional :(
I tried to find a similar addon to this one, but failed miserably.
Do we have an addon, which enables auto-use on items?
if not, maybe one of you would take a look at this addon and update it to TOME 1.3.
I'm sure the community would really appreciate it (I would certainly).

Some time ago I tried some modding but eventually had to gave it up so my skills are very rusty...

anyway, I hope we can revive this great piece of addon for the future generations:)

Cheers:)
+1
MADNESS rocks

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#40 Post by MisiuPysiu »

Well...
i guess i will try to update the addon. First look at the code and functionality shows the "item auto-use" functionality is not implemented at all (or barely implemented). I will have to think of some quick and dirty methods to add it.

Cheers:)

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#41 Post by Dracos »

Looking at this as asked. no promises. if I get it fixed I'll toss the teaa here as someone who uses it should maintain past that.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#42 Post by MisiuPysiu »

hey Dracos,

good luck! Sadly its more complicated than it looks :(

DeathBySnooSnoo
Wayist
Posts: 16
Joined: Fri Jan 03, 2014 6:36 pm

Re: [1.2.2] Custom Auto-use functionality. (Including Items!

#43 Post by DeathBySnooSnoo »

Made some updates to this to allow it to run on 1.3.1 in addition to fixing the issue with taking control of an NPC.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: [1.3.1] Custom Auto-use functionality. (Including Items!

#44 Post by Dracos »

ah good. Then I will stop :) *goes back to his wyrmic playthrough*
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Ephialtis
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Re: [1.3.1] Custom Auto-use functionality. (Including Items!

#45 Post by Ephialtis »

I can't be certain, but it looks as though this add-on is causing recurrent Lua Error pop-ups -- whenever I try to reposition a skill, rune, infusion, or equipment icon, I get an error message. The icon either diappears, stays where it is, or (very occasionally) moves.


[Later: I've disabled the add-on, and the Lua errors have stopped...]
Last edited by Ephialtis on Tue Aug 25, 2015 2:24 pm, edited 1 time in total.

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