Arkander
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It's been a while since I used GUTS and I don't have it right now to check that I'm getting the details right, but I can think of two possible ways to get the effect you want. * Change the emit angle to 45 degrees, then rotate the particle syste…
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I think this thread is what you're looking for.
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edryrulez wrote: The real problem is that I still do not comprehend in detail how the editor "thinks and works". The real problem is that the editor doesn't "think and work" consistantly. To expand on gytfunke's explanation, the Durati…
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I spent a lot of time experimenting with the charge mechanics and I can't really claim to understand them either. All I can offer is some suggestions and my own conclusions/assumptions. If I understand correctly, "Character - Self - Gainedcharge"…
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Off the top of my head, a couple of options: Use only one Charge, and work with chunks of 30% (0.3) Use 10 charges and check/remove 3 at a time. I don't know which of those will work better for your purposes, so you might have to try both.
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Realized after I posted that it would help if I explained WHAT THE SHORTCUT WAS ( iamsmart :roll: ) rather than just that it existed, but I wasn't fast enough on the edit.
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Very nice. If you don't mind I might make a more comprehensive video myself if I find the time, going over things like the option flags and some cmd shortcuts that can speed up your workflow. The most important shortcut I would offer is that you can…
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Hmm. I'm currently asking Perl to detect the input file's encoding and then convert it. I may have messed something up in that step, or the fix for the output encoding may have broken something. Can you see if the same problem occurs with the old fi…
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gytfunke wrote: I've never felt the need to have it spit out HEADERS or FOOTERS as I just copy and paste directly over the level blocks. This is the main reason I figured the workarounds for not having the encoding work were "adequate" - PM…
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I'll see if using non-specific unicode produces readable files. After not getting it right after a couple hours I figured the workarounds (Copy-Paste into editor or re-encode with Notepad++) worked well enough that I could move on to other things. I…
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TwinkleToes wrote: so after some experimentation everything works fine, all the option flags work but.. i have one pet peeve with pmpe, with the way it handles .Dat files it spits them out correctly but in the wrong encoding, as ANSI the thing…
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Glad to hear it! Feel free to use this thread for any help you may need with the new version.
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That sounds like a job for... TORCHMODDERS (I've been putting most of my limited GUTS time into a project (new class!) rather than any sort of comprehensive experimentation, alas)
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Ok, I think I understand why what I was doing didn't work: The primary and secondary are set up as the two sides to whatever compare operation you select. The Statwatcher then does a fill-in-the-blank with [PRIMARY_TARGET_TYPE]->[STAT] [WATCH_T…
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It's still triggering every strike.... [SKILL] <STRING>NAME:FrostcleaveStrike <TRANSLATE>DISPLAYNAME:Surge after three hits <STRING>ACTIVATION_TYPE:PROC <STRING>TARGET_ALIGNMENT:EVIL <STRING>TARGET_TYPE:…
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Awesome! Thanks guys.
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TwinkleToes wrote: look at the procc skills of the brands, dont stat watch the effect stat watch the entire skill Put it where? AFAIK Statwatchers behave weirdly outside of [EVENT] tags.
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I tried your advice: I put a statwatcher into the Executed skill (FrostcleaveStrike) and removed the statwatchers from FrostcleaveProc. Skill behavior remained the same. Edit: Don't the .*brand skills use triggerables? [SKILL] <STR…
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Very nice writeup, and sure to be handy for my new character class experiment.
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Ah, I think I understand the problem. I changed the default behavior for running the script without arguments from "Just use sample.txt" to "print the help menu" since I figured that was a more appropriate response. It seems like you were just runni…
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Other than the changes to the option arguments, you should be able to use 2.0 in exactly the same way you used 1.x. It'll print a warning if you use the old tier macros but other than that it should run perfectly if you just make sure to use the new…
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A very proud bump for this thread to celebrate a slew of new features. I swear I tested it, but I'm still left fervently hoping that it works without issues.
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Try taking a look at the Berserker's Gut Punch internal cooldown management.
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gytfunke wrote: Arkander, I have no idea what that means. I've just sussed out that I can use it to quickly expand 1 skill LEVEL block to 15 with this tool and love it for that. If it ain't broke, don't fix it. Gotcha. Unfortunately, 1.…
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@Phanjam: I created the tools parent page and adapted the PMPE Readme into its first entry. I'm getting ready to release PMPE 1.2.0, and I'd like feedback from its user(s) on one thing: Currently, PMPE works a little oddly, where you can mix in f…
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Do you think this (and maybe other utilities like OGRETools) deserves a page on the wiki?
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I've started reorganizing, hopefully enough to establish a usable pattern for everyone. Due to categories making links inconvenient to type, I've stopped assigning them (they're still there for the few pages I categorized) and started sorting eve…
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Awesomely fast fix on that! Also, I've noticed that most of the pages you've got now are formatted as Articles, which Wikidot treats differently from normal pages. As far as I can tell normal pages are waaaaaaaaaay easier to edit, so you might wa…
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Clicking any of the tags in the Tag Cloud gives me Private content This area of the website is private and you don't have access to it. If you believe you need access to this area please contact the web site administrators.
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Thanks, Phanjam! While I have your ear, can I get access to this wiki thing? I noticed my hold-and-release skills tutorial isn't on there 8-)