Better Item Description - Suppressed
Fork of Better Item Description by deogo (https://te4.org/games/addons/tome/better_item_desc)
This fork suppresses the error that occurs when hovering over items with the Illusionary ego, the problematic modifier will be missing from the desc but at least no error popups
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This addon makes items description easier to read and determine on a glance it's usefulness
- sorts all stats by category - DPS/DEF/MISC
- item's passive power always the same blue color (not a random blue-yellow-pink-green)
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an ornage highlight and placed before others because it's most important one
- Removed many extra-explain details, which any veteran player would not want to read each time
for example, stat "S.pwr/crit" shorten from "Spellpower on spell critical (stacks up to 3 times)"
means you do remember that it can stack only 3 times, and is not so super important anyway
- DLC supported - Orcs/Ashes
- few bug-fixes along the way
Most important thing to remember
- Requirements only shown for those you don't meet. If you want to see all reqs - hold CTRL
- "Phasing" stat means - "Damage Shield penetration", the name was taken from the source and looks good to me, and short enough
- The "-" minus sign at the end of stat mean immunity or reduction of some sort, for example "Blind-" = "Blindness immunity",
- "Max.summ" = Max wilder summons
- "Summ.HP.reg" = Life regen bonus (wilder-summons)
- "Def/telep" = Defense after a teleport
- "Res/telep" = Resist all after a teleport
- "Dur/telep" = New effects duration reduction after a teleport
it's not recommended to use this mod if you'r new to the game
Summoned Focus Target
Adds a convenient way to assign a single hostile target to player-controlled summoned allies at once. Press F9 to use ToME's normal target-selection mode, then select an enemy; compatible Necromancer minions and the player's Alchemist golem will be ordered to attack that target.
Bump Attack Auto-use
Adds an "Auto-use when you bump attack" mode to talent auto-use (right click a talent in the Use Talents dialog).
Only attack talents that take a turn can use this mode, and only one talent at a time; choosing another one replaces it.
When you bump-attack an enemy and that talent is available and can reach it, it is used on that enemy instead of your basic attack. Otherwise you attack normally.
Better Item Description (Русская версия)
Автоматическая локализация уже существующего аддона Better Item Description by deogo
Ссылки на оригинал мода:
https://te4.org/games/addons/tome/better_item_desc
https://steamcommunity.com/sharedfiles/filedetails/?id=954136513
Этот аддон делает описания предметов удобнее для чтения и быстрой оценки их пользы.
- все характеристики отсортированы по категориям: урон / защита / прочее
- пассивная сила предмета всегда подсвечена одинаковым синим цветом (без случайных цветов)
- активируемая сила предмета всегда жёлтая
- отображаются все категории редкости
- значение переносимого веса перенесено вправо, под название предмета
- силы "при попадании" всегда зелёные
- блок "Хар-ки" выделен оранжевым и идёт первым, как самый важный
- убраны подробные разъяснения, которые опытный игрок не хочет читать каждый раз
(например, "Закл/крит" - это сокращение от "Сила заклинаний при крит. попадании заклинанием (до 3 раз)")
- поддерживаются DLC: Embers of Rage / Ashes of Urhrok
- исправлено несколько мелких ошибок оригинала
Важно помнить:
- требования показываются только невыполненные; чтобы увидеть все - удерживайте Ctrl
- "Проб.щит" = проникновение сквозь щиты урона (Phasing), имя взято из исходников игры
- знак "-" в конце метки означает иммунитет или снижение: "Слеп-" = иммунитет к слепоте
- "Макс.сумм" = макс. число природных призывов
- "Сумм.рег.ж" = бонус восстановления здоровья (природные призывы)
- "Защ/телеп" = защита после телепортации
- "Сопр/телеп" = сопротивление всему после телепортации
- "Длит/телеп" = снижение длительности новых эффектов после телепортации
Перевод на русский язык выполнен поверх версии 1.3.3 (совместимо с русской локализацией игры).
Аддон не рекомендуется новичкам: он рассчитан на знакомых с игрой игроков.
Danger Alert Fixed: Reviewed Threats
Adds estimated damage and reviewed threat warnings to monster tooltips.
Community maintenance fork based on Danger Alert 1.1.0 by yutio888. In addition to
confirmed calculation fixes, this release uses a dedicated static database reviewed
against the official ToME 1.7.6 and DLC talent sources. Control, disruption,
anti-magic, mobility, defence, and other special threats are merged by severity.
Threat labels in this release are provided in Simplified Chinese. Do not enable this
fork together with the original Danger Alert addon.
Item Filter
Item filter, create a addons/data folder and inside create a Filter.txt file.
You can edit the filter with the following convention : The stat=HEXCOLOR. exemple Mind Crit=00ED1
Modern Immersion
Presentation overhaul.
- GOLD#Options#LAST# - everything below is tunable from a "Modern Immersion" tab in the game's own Options dialog. Changes apply immediately and are remembered between sessions.
- GOLD#Bloom#LAST# - a full-screen bloom pass so fire, magic, lava and glowing artifacts actually radiate light. Built as a real three-octave pyramid - bright pass, downsample, separable blur at each scale - in the addon's own framebuffers, which is both smoother and cheaper than gathering it in one pass over the whole screen. Replaces the main framebuffer shader; all original screen effects (low HP, drowning, solipsism, and the colorize/intensify tints) are preserved.
- GOLD#Dynamic lighting#LAST# - your torch, anything else carrying a light, emissive terrain like lava, and every spell in the game now light the actual tiles, per pixel, instead of tinting the whole screen. A fireball lights the corridor as it flies, an explosion flashes the walls, a lightning bolt strobes them - and because the element is read from the effect itself rather than from the talent, it covers damage-over-time clouds, traps, and anything DLC or other addons add using the game's own effects. It runs as the map's default shader, so it reaches every tile, actor and object at once. The light modulates the artwork rather than being painted over it, so the shadows and highlights the tiles are drawn with survive - by default nothing is ever darker than the stock game, and lighting only ever adds. There is a knob for making the dark actually dark if you want it.
- GOLD#Colour grading#LAST# - a second post-processing pass: film-style grading, halo-free edge sharpening, a soft vignette, subtle lens colour fringing toward the corners and fine animated grain. This is what makes the picture read as a modern render rather than a flat tile grid. The grain and the fringing scale themselves to your resolution, so they stay a lens effect instead of eating fine detail on a high-DPI screen.
- GOLD#UI skin#LAST# - a flat, dark, modern interface skin, selectable as "Modern Immersion" under Interface Style in the game's own options. Dialog frames, buttons, list selectors, headings, textboxes and tooltips, with a gold accent on whatever is selected or focused. Everything it does not replace falls back to the stock Dark theme, so the two sit together deliberately. Takes effect on restart, like the stock interface options. The UI click sound is replaced too.
- GOLD#Talent and spell audio#LAST# - casting makes a sound. The base game is silent here: eleven of its 1372 talents carry one. Twelve schools - fire, ice, lightning, earth, arcane, darkness, light, blight, nature, mind, temporal, physical - picked from the talent's own tree. Other creatures' casts are placed at their tile, so a caster winding up across the room is something you hear rather than something you read in the log.
- GOLD#Footsteps#LAST# - surface-aware footstep audio. The sound is picked from the terrain you are standing on (grass, dirt, stone, wood, water, sand, snow, lava, slime), and volume and pitch scale with how fast you are moving.
- GOLD#Item pickup#LAST# - picking something up off the floor makes a short, soft tick. The base game gives one of the most frequent actions in it a log line and no sound at all. Only your own pickups, and a pile of loot taken in one turn collapses into a single tick rather than a burst.
- GOLD#Ambience#LAST# - the game's own nature/town beds (birds, wind, crickets) rebalanced up toward the other effects and pulled closer to the listener, so they're clearly audible instead of near-silent.
- GOLD#Music crossfade#LAST# - music fades between tracks when it changes, instead of being cut off mid-phrase and snapped over. Layers a new zone shares with the old one keep playing untouched.
- GOLD#Spell visuals#LAST# - travelling projectiles fly slower so you can follow the magic, and common impact/cast effects linger longer. Note: the slower projectile speed is the one part that lightly touches gameplay (it runs on the energy system); set proj_scale = 1 in hooks/features/config.lua to disable it while keeping everything else.
- GOLD#Walk there, then do the thing#LAST# - right-clicking a staircase or exit gets a combined "Move to and change level" option, and a tile with an item on it gets "Move here and pick up item", both at the top of the context menu. Stock offers a bare "Move to" and hides its own "Change level" and "Pickup item" unless you are already standing on the tile, so today both mean walking there and then pressing a second key.
- GOLD#Key bindings#LAST# - "talk on channel" moves from Spacebar to "/", and Spacebar becomes a second way to pick up whatever you're standing on (the stock "g" key still works too). A default, not a forced change - your own keybind customisations are never overwritten, and the game's own Keybindings dialog is still the one place to change or revert it.
- GOLD#Mouse gestures#LAST# - right-click on the map is dual purpose in the stock game: a clean click opens the use menu, but a few pixels of drift during the click - completely ordinary for a mouse or trackpad - gets misread as an attempted gesture instead: a coloured trail flashes and the click silently does nothing. The stock game ships with no gestures bound, so for most players that misfire is the only thing the system ever does - it now stays fully asleep until you actually bind a gesture in the Keybindings dialog, at which point it works exactly as stock, and swipes also need to be more deliberate before they count as one.
- GOLD#Zone ambience#LAST# - a continuous drift of mood-appropriate specks over the visible area: dust in caves, embers over lava, snow on frozen ground, fog in crypts, spores in swamps. The mood is picked from the zone, falling back to the level's own terrain so it covers DLC and other addons' zones too. Runs through the game's own weather system, and respects the game's "weather effects" option.
- GOLD#Combat feedback#LAST# - hits, crits and kills get a screen shake, a brief screen flash and an impact stinger, with damage you take reading heavier and redder than damage you deal. Crits and kills set off an expanding ring that warps the screen behind it - the game's own distortion effect, centred on the tile the blow landed on - and anything that dies leaves a dark mark on the floor that fades over a few seconds. Combat sounds are positioned in 3D, so a hit to your left is heard on your left and a distant fight is quieter than one in your face; levelling up gets its own flash and fanfare. A low-HP heartbeat starts once your health crosses the same threshold that reddens the screen. All generated audio, all tunable/disableable in hooks/features/config.lua's JUICE table.
- GOLD#Waking up refreshed#LAST# - finishing a full rest is met with a soft warm glow, a quiet chime and a gentle drift of rising light motes - a subtle "you're rested" moment. Only fires on an uninterrupted, fully-rested finish, never when rest is broken by an enemy or damage. Part of the JUICE table (wake_enable).
Display class
Display class icon on top off enemies
Cleaner Item Descriptions Revised (Wide)
gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that
Original description:
This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make:
This version:
- corrects a small miscalculation for the line length when looking at item stats (not configured for all zoom levels/custom settings)--this allows the stats to individually flow to the next line and line up the indents (even works when comparing items with +ctrl) without breaking between the stat_desc and number value.
- restores the 'stat seperator' as a white comma (a white / in default item desc)
- shows Str/Dex/Con etc. with the number value AFTER the stat_desc; ex: "Str +2, Con +1" (as opposed to other stats, which show BEFORE: "+5 Lightning, +10 Fire" etc.)
Known bugs:
- comparing a shield in the inventory when not having a comparable item equipped throws a lua exception
Note:
I don't actually know LUA programming, my main language is Java... As such, I have mostly left the original author's code intact (@Recaiden)
Any corrections/tips are welcome, thanks!
As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
- sorts all stats by category
- item's passive power always the same blue color
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an orange highlight and placed before others
Cleaner Item Descriptions REVISED
This version:
- corrects a small miscalculation for the line length when looking at item stats (not configured for all zoom levels/custom settings)--this allows the stats to individually flow to the next line and line up the indents (even works when comparing items with +ctrl) without breaking between the stat_desc and number value.
- restores the 'stat seperator' as a white comma (a white / in default item desc)
- shows Str/Dex/Con etc. with the number value AFTER the stat_desc; ex: "Str +2, Con +1" (as opposed to other stats, which show BEFORE: "+5 Lightning, +10 Fire" etc.)
Known bugs:
- comparing a shield in the inventory when not having a comparable item equipped throws a lua exception
Note:
I don't actually know LUA programming, my main language is Java... As such, I have mostly left the original author's code intact (@Recaiden)
Any corrections/tips are welcome, thanks!
As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
- sorts all stats by category
- item's passive power always the same blue color
- item's usable power - always yellow
- all rarity categories are displayed
- encumbrance value moved to the right under item name
- "on hit" powers always green
- "Stats" have an orange highlight and placed before others
