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Okay, @Grenoble, try this: https://github.com/jkatzmewing/tome2/tree/pure-c
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Thanks for giving me a shout. |
@Grenoble
Good luck with the VS 2019 issues, sadly I can't help you there; I'm terrible with Windows stuff. Removing Lua was all AnonymousHero. The C++ port and everything else of modernized ToME 2 has basically been his show; I've only contributed intermittently. My largest contribution IIRC was removing most of the trap code from the C++ port. |
Got it! This was a great project to pick to learn about compilers, linkers, et al. Yours and AH's work is all in main, I want to take a look at some windowing bugs before I do another release.
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I'll put the log in case you or anyone is still here -------------------------------------------------------------------- -- Found PkgConfig: C:/Strawberry/perl/bin/pkg-config.bat (found version "0.26") -- Could NOT find Curses (missing: CURSES_LIBRARY CURSES_INCLUDE_PATH) -- The following packages have not been found: * X11 * GTK * Curses -- Configuring done CMake Error at src/CMakeLists.txt:187 (ADD_EXECUTABLE): Cannot find source file: C:/Users/mous-/Desktop/MEGAsync/Jeux/PC/tome_2.4/vendor/CppQuickCheck/src/Arbitrary.cpp Tried extensions .c .C .c++ .cc .cpp .cxx .cu .mpp .m .M .mm .ixx .cppm .h .hh .h++ .hm .hpp .hxx .in .txx .f .F .for .f77 .f90 .f95 .f03 .hip .ispc CMake Error at src/CMakeLists.txt:187 (ADD_EXECUTABLE): No SOURCES given to target: harness CMake Generate step failed. Build files cannot be regenerated correctly. |
can someone run me through how do i make a "shoot manabolt to nearest enemy" macro, please?
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First you want every macro to start with \e\e\e , so as to cancel anything that might be waiting for a prompt. Then in tome, unfortunately the letters for various activities such as casting spells or copying spells are variable and might change throughout the game. "m" accesses the menu where you can choose those activities; there is a way to choose an activity not by its letter, but by a different code (I forgot how exactly); but casting spells is the default, so what I do is use
m@\r which picks "cast a spell" regardless of which letter is currently assigned to casting spells. Assuming your spellbook is inscribed with @m1 and mana bolt is the first spell in it, denoted by "a", the macro would look like this: \e\e\em@\r1a I assume you know how to modify that to include targeting if needed. That "@" can be given an argument (omitting of which here, as explained, will pick the default - cast spell), I forget how that works; if anyone knows, feel free to enlighten me. Edit: I read your op again; since you asked specifically to target the closest enemy, here goes: Make sure the option "use old target by default" is set; the macro then is: \e\e\e*tm@\r1a |
I thought ToMe has keymaps as well as macros? Macros should be used *only* for status changes (like aggressive/cowardly, or fast/slow, or fire arrows/normal shooting.) Unless there are no keymaps. Then things get hairy.
Note: V has no status changes, so macros were removed some time after libcurses. (I only ever used them for color editing.) |
Whats the detriment of using macro instead of keymap ?
Edit: Also, in tome I put <detect trap> + <detect monster> on one key, I thought that wouldnt work unless you use macro ? |
If you use say "M" for the macro, it'l get substituted any time you type it--even if you're not at the command prompt. Use a keymap in that situation. There are some games that actually still need them, including ToME and Sil, but it's tricky to rely solely on macros.
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