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Adventurers: The sequel 2: The ramifications return. The second paradox, and a small amount of explanation, with some bonus setting exposition for any readers who... probably aren't on this site! Anyway. Lazara!
Nika, an alchemist who doesn't really like magic, is now available.
While I love her, Tirla is not a good example of a wyrmic. Irescia, however, is. Meet her here.
I should go to some non-adventurers soon!Still, this chapter is another one, and there are more ramifications than channel staff and corrupted strength this time. Meet Rose, one of the two living paradoxes.
This chapter tells you how much I like messing with adventurers...
Anyone who has gotten past dreadfell knows exactly what's going to happen in most of this chapter. Still, meet my Melinda.
Yup yup, honestly it would be very straightfoward and easy to make all options available through [turn this on, turn this off] combined with [preset list of options] but again there would be 2^x entries in the list or 2^(x-1) or some other huge number.
{tldr}
In order from your example, though obviously this isn't realistic having an enormous list to scroll:
[physical and visible] [mental and visible]
[physical and mental] [visible]
[physical][mental and visible]
[physical][mental][visible]
[same as first, makes no sense otherwise, unless the first means physical xor mental]
[physical and mental and visible]
Each set of brackets requiring a check and if any return yes it triggers,
requiring at least 7 entries in the list for this example alone.
Putting aside the cpu of checking all the things for all the enemies for all the stuff every turn which would be necessary anytime something's not short circuited by [on cooldown],
you'd have to go through xxxx entries in a switch case lua equivalent, probably most easily done using bitwise or such, but really without a better interface for interacting with all this it's seeming less viable; even if we were to get to that point where the user's essentially using scripting... at that point they're basically coding AI.
I am not of a mind where 'auto use plays the game for you' (in a negative light) but maybe it would be better to stick to often used examples rather than obscure ones. How often does auto use really need to trigger above half health while under a mental detriment and no elite enemies within 2 to 8 tiles? (plus more than one enemy selector will generally be redundant, life <>50 conflict, and 'while resting' is really just a +1 instead of part of 2^x)
One thing to keep in mind is somehow short circuiting the 'vim within' or 'vim above' or what ever (and related energy bars) to not make entries in the list if they don't have the bar.
Items don't use bars and you have the bar permanantly as long as you have an ability associated with it right? I think. Or perma after getting it once. Either way.
Short circuiting stealth/invis related entries might be more complicated, since you'd have to check for each ability that grants it individually, and once modded classes enter the picture that would screw that up. So no removing there, probably.
'available' would probably need to reset all the other selected options to off, both as ease of reset and since it's implied when anything else is selected.
Edit: A nice extra addition would be 'Activated'/'Deactivated' at the top so one didn't have to recheck all the boxes but could temporarily turn on/off a skill specifically.
'if not activated then auto-use = 0 end'
{/tldr}
Anyway, I probably won't work on this ui-version unless you put it up on github or something, and while I might update mine with some options it seems it might be redundant at this point, except for having a short term release goal of 'more options'; which I'm not opposed to doing.
I have used mine (and newly yours =P) in characters I've played when I had time to since releasing mine a few weeks ago, and felt a few lacking combinations.
For today, we have Fulla, a dwarven brawler. Trivia: I made her because of the minor character in Terry Pratchett's Thud, who comments on his martial arts style that it is 'Just like using an axe, without the axe.'
Yeah i started to add the UI to be able to make any combination of effects possible (Press Alt-Shift-O then click on one of your skills. It is not currently actually hooked up but you see the gist). THE UI is there, but in practice it is much more difficult. The reason is that its difficult is related to trying to tell if the user intends the combination to be an AND or and OR and what grouping to apply. For example... these have wildly different effects:
(Physical detriment OR Mental detriment AND enemy is visible)
(Physical detriment AND Mental detriment OR enemy is visible)
(Physical detriment OR (Mental detriment AND enemy is visible))
(Physical detriment OR Mental detriment OR enemy is visible)
((Physical detriment OR Mental detriment) AND enemy is visible)
(Physical detriment AND Mental detriment AND enemy is visible)
So order and grouping matter. It would almost require an entire additional sudo language to make it work.
In the mean time it may be sensible to pick the to most requested and make a quick UI for it. I already have the select within multiple ranges written up so for example:
if Z between X% and Y%
if enemy visible and within X to Y tiles
I may just stick the whole thing up on github so people can see whats going on.
Honestly I'd like to recode the whole auto use system into 'turn this on, turn this off' instead of 'choose one of these' but I don't know how much access there is to do that. The menu as-is is horrible for the 2^x options there would be (life>50, life<50, elites, range, sight, adj, effect, phys, mag, men, vis/novis, novis/vis is already 4096, though obviously some of those would be irrational), and I don't have the experience with tome to do it properly right now :<
Feel free, though I've just finished the deadline that was preventing me from playing much/working on my version! Haha. I was gonna work on updating this tomorrow; but you've already done it better! I am not familiar enough with the ui code to do it this way, though I see the gist of how it works.
Today's chapter (I haven't gone to bed so it counts as today) is about a retired arena fighter who wields a whip. She can't resist the urge to fight.
Chapter sixteen features a half-elf arcane blade with a fondness for stone and crystal! (It was written yesterday, but just barely, and I was too tired to update the thread...)
Doh. Thanks xetaxheb.
Hey I'm using your addon and I love all the talents and the mechanics but the "Draining Gaze" talent leaves a stacking purple haze over everything it touches obscuring the view of normal things like mobs and items. I'm running 1.2.2 so that might have something to do with it, but other than that I really like the main core of it! btw I'm using shockbolt 32x32 and here's a screenshot of the stacking purple haze:
Thanks for making it! :)
Just run around with two weapons and show anyone who's the boss around here
Hey HousePet! I love your work, so I'm curious about this. What's it's purpose? Thanks!
Awesome. I actually stopped playing ToME for several months because the pits were removed. Thanks!
I'm not the one making the add-on, I'm just a guy commenting on it!
Thanks for taking up the work on this aravan. I unfortunately dont have much time to work on this any longer. There were some pretty cool suggestions and requests on the extended auto-use form http://forums.te4.org/viewtopic.php?f=50&t=40017 that may be useful.
"Gaining a high difficulty achievement also grants lower achievements"
THANK YOU. I've been wanting this ever since you added all the high difficulty variants. I wonder if it works for roguelike counting for adventure or just nightmare counting for normal, insane for nightmare and normal, etc.
"Gaining a high difficulty achievement also grants lower achievements"
THANK YOU. I've been wanting this ever since you added all the high difficulty variants. I wonder if it works for roguelike counting for adventure or just nightmare counting for normal, insane for nightmare and normal, etc.
when i died, it would just keep me at -1 health and not let me move
Nice job combining those addons, I used them both (not at once) and I love the functionality.
Would be very cool if several auto-use options could be turned on at once for the same ability (for example: when below half life or when suffering from a detrimental effect). If you're to add more triggers it's essential.
I'm not sure if it's intentional that "Auto-use when available" doesn't trigger while resting. Were it possible to set two conditions this wouldn't be a problem.
Thanks for you work!
Hoping for this to get revived.