Just a couple of improvements for the final polishing
1/ when you have telephaty, a ranged talent not use as default target an out-of-LoS foe.
2/ autoexplore should visit locked doors last, as it does for vaults. This would make autoexploring the prides easier.
3/ have the 'l'ook action circulate over the different points of interest when restriked. I think it was the behavior in T2.
Small improvements
Moderator: Moderator
Re: Small improvements
Good idea. Also attached.ghostbuster wrote:2/ autoexplore should visit locked doors last, as it does for vaults. This would make autoexploring the prides easier.
Code: Select all
diff --git a/game/modules/tome/class/interface/PlayerExplore.lua b/game/modules/tome/class/interface/PlayerExplore.lua
index 836203b..df24bea 100644
--- a/game/modules/tome/class/interface/PlayerExplore.lua
+++ b/game/modules/tome/class/interface/PlayerExplore.lua
@@ -2187,7 +2187,7 @@ function _M:autoExplore()
for _, c in ipairs(unseen_doors) do
local x, y = toDouble(c)
local terrain = game.level.map(x, y, Map.TERRAIN)
- if not terrain.door_player_check then
+ if not terrain.door_player_check and not terrain.door_player_stop then
target_type = "door"
choices[#choices + 1] = c
-- we may take an extra step to approach a door squarely from a cardinal direction, so let's account for this
@@ -2230,7 +2230,7 @@ function _M:autoExplore()
for _, c in ipairs(unseen_doors) do
local x, y = toDouble(c)
local terrain = game.level.map(x, y, Map.TERRAIN)
- if terrain.door_player_check then
+ if terrain.door_player_check or terrain.door_player_stop then
target_type = "door"
choices[#choices + 1] = c
local dist = core.fov.distance(self.x, self.y, x, y, true) + 10*door_values[c]
- Attachments
-
- ae_locked_doors.txt
- (1.13 KiB) Downloaded 108 times
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