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Tailcoat

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Posts posted by Tailcoat

  1. It's been grueling, but I learned a lot of things in finally getting IUP 3.30 working with CityBinder. I got the Makefile properly updated, which means I can build the new CB as an EXE. I still need to learn more if I want to compile it for anything other than 64-bit Windows. I learned how to add a manifest to make it DPI Aware, so now the interface works in 4K and uses the default Windows 10 style... of course that means the UI got squished and I've had to overhaul it, but with shiny new commands in this version of IUP, I was going to do it anyway.

     

    I'm still working on updating what I've got before trying to get into new stuff like an image macro maker I want to be able to display icon pictures to click on. I'd also like to repurpose the "powerbinder" feature for things like generating macros and pop menus.

     

    I've been keeping extensibility in mind, in the spirit of the original CB, so I've made some things more user-friendly for people interested in writing their own modules:

    • New API functions make it easier to create some UI elements with pre-defined attributes like dialog windows, frames, and dividers. This makes enacting global style changes easier and less effort/code is required to make decent-looking interfaces.
    • The main Lua file now contains a bunch of global variables to control the UI's appearance (mostly colors)
    • The enormous utility code file has been split up to make it easier to find relevant sections. 
    • Emotes have been moved out of a module and into their own file. New ones have their own table in case anyone feels like adapting CB for a different server and doesn't want to comb through the giant list looking for commands that might not exist in other versions.
    • It's now possible to add modules by sticking a properly-coded Lua file into a modules folder rather than have to add the file name to a separate list for initialization. 
    • Best of all, I've replaced the big stack of module buttons with a neat and compact tree with collapsible folders! The app can now read a modules folder and populate the tree with their names and categories in alphabetical order. Double click on a name to open its dialog window.
      • I plan on adding checkboxes to the tree to make it easier to enable/disable modules

    Now that the simplest mods have been updated, I'm getting into more complicated ones, so I don't have an ETA on version 0.2 yet. I'm halfway through my favorite module, Inspiration Popper, and have made a lot of updates to its code and added higher-res chat bubble preview icons. 

     

    I still don't know what to do with Speed on Demand other than I want to break it up if possible. That's one that makes me want to get fancy and add things like a pop menu generator since when I play teleporters, I find it much less cluttered to use a pop menu.

     

     

    image.thumb.png.b5514da69dee514380ee9da300eca562.png

  2. On 11/5/2021 at 9:06 PM, Peacemoon said:

    but not many fight with a travel power switched on,

     

    I do. I don't want to take and juggle between 3 different flights, so I'll just take Flight and use it to get above a crowd in battle if needed. I don't remember if the defense (or resistance?) of Combat Flight is worth it or not. Also, Speed of Sound and Mystic Flight's TP is pretty good in a fight if you want to save a power slot and have key binds/popmenu to teleport towards and away from targets. Ex. If I have a character with plenty of melee/cast-around-self powers, I might pick Flight and Combat TP for the ToHit bonus, but if my character doesn't have that and I just want TP to catch up with teammates or heal/rez allies, I'd rather go with Mystic Flight.

     

    Now that I think of is, I could see 4-slotting travels being more useful on Speed of Sound or Mystic Flight if the player wants to enhance the TP distance, speed, and endurance cost. Or maybe the Combat versions of powers to enhance defense, etc.

  3. I'd like to be able to select colors/skins for character powers. A while ago, I was trying to use a character with a needle theme, which required having spines powers with the metal spikes appearance, but my character was stuck using the lumpy default bone spikes, which didn't work at all. 

     

    Another thing I wanted to do was have a boss transform into a stronger Final Form, but couldn't figure out a way to do that. Trying to create his final form as a new character didn't work right since the new NPC would spawn in a random place (I was using an outdoor map), which made no sense. Making the original run away didn't work out either. If AE NPCs could be made to teleport like some regular NPCs do in missions, that would be slightly less awkward, but I think it'd be neat to have a shapeshift/Final Form option available:

    • You could associate a CC emote with it and swap out the character for another. Maybe there's an option for the character to throw out an energy pulse that knocks over players briefly while doing the transformation animation so it doesn't look weird like it might if players were, say, punching a scientist who doesn't react because he's too busy downing the Mr. Hyde transformation formula.
    • Maybe there could be an option to have this new form (in reality a new NPC) inherit the same health/end as its previous incarnation, or be healed or partially healed. 
      • Ex. uses:
        • The designer wants the boss to get more dangerous the more desperate and closer to death (or, uh, "arrest") they are, so at half or quarter health, the boss NPC is swapped out for a version with more-powerful or different (if you want the boss to change weapons or strategy) powers.
        • Maybe this boss was initially holding back, conserving energy.
        • Maybe this is a sub-boss with conflicting loyalties who was hoping the players would back down but clearly that's not going to happen and now the boss has to go full-force.
        • Since a transformation animation would be optional, the designer might use the same appearance for each transformation and since the second form could be set to inherit the health of the first one, it could be a seamless transition with the only clue being an option to have the boss say something, like warning the players about a change in strategy or that they're no longer "holding back". 
        • The boss is a shapeshifter or mage who starts assuming different appearances to taunt the players. These are just for show, so the boss' health is set to retain continuity regardless of transformation.
        • The boss is close to death and emits a pulse that knocks back the players while they do a CC emote during which the original NPC is swapped for a new one that is more monstrous in appearance and has stronger powers. They shout something something dramatic about power and the designer has set the boss to have been healed or partially healed as part of this "evolution". This would be useful for creating a challenging and exciting final boss for an arc.
    • A similar transform option could optionally be tied to the betrayal mechanic too, so maybe a supposed ally drops their disguise when they betray you or their glamor spell/shapeshift is exposed by another character for all to see, forcing a fight.
  4. Some hats I thought of that I could've used when making characters: Straw hat (you could reuse the mesh for a sombrero). Sailor hat. One of those old timey diving helmets. Colonial bonnet. Clown hat.

     

    A party hat could be fun.

     

    I'd like to see hair and hats treated separately. I remember modding "Fallout" games and there were separate hair meshes for when a hat was on it. Many times, the same "hat hair" mesh could be reused for multiple styles.

     

     

    • Like 1
  5. As cool as I think Propel is, it can be annoying when a bunch of objects are created and lying around, especially in a narrow tunnel. I was playing a Gravity Controller on a team fighting AVs and Dominatrix wedged herself into a tight spot and I felt bad about all the clutter I was burying her in by using this inexpensive power. As a Controller, it can be harder to avoid using attacks, especially when facing an AV who needs everyone on the team to throw everything they've got at 'em. 

     

    So, my idea is what if the player could instantly detonate all those objects for a small bit of additional damage while also clearing out those objects? That would help avoid annoying pile-ups and could introduce an interesting bit of strategy. A detonate button could appear in that extra tray where travel powers' secondary abilities appear.

    • Like 1
  6. On 10/23/2021 at 8:54 AM, The_Warpact said:

    My and your opinion of Villains are vastly different. 

     

    By relatable motivations, I wasn't talking about the superiority-complex, power-hungry, playing-god part, but the idea of putting a stop to bad guys when the justice system has failed to. At least that's what I thought some of his initial motivation was... or at least what he claimed it to be as a cover/justification for wanting to bend the world to his will. It's been years since I watched the show so my memory isn't perfect.

     

    I want to echo the other posters in favor of "villains" trying to make the world a better place, villains who enjoy chaos (since chaos and uncertainty are so scary in real life, it's cathartic to see a character ride atop that wave, sort of controlling chaos instead of being helpless to it), pragmatic ones that are trying to make a good life in an unfair world, and entities with alien morality ("Blue and Orange Morality" as TVTropes called it).

     

    Some other types I've enjoyed:

    • Charming thieves and rogues (Lupin III)
    • Bumbling cartoon henchmen (Scratch and Grounder were hilariously stupid)
    • Villains capable of intimidating other villains (Giancarlo Esposito did well with this playing Gus in "Breaking Bad" and Edgar in "The Boys" )
    • Like 1
  7. 20 hours ago, A Cat said:

    Whatever Werner Von Grun is. That dude is hilarious. 

     

    YES! I also like Doc Buzzsaw-- she's so excitable. Also, the guy trying to get you to infect people in Mercy so he can build an army. I like mad scientists like that for comedy purposes where character depth doesn't matter. Ooh! Can't forget Television! I remember Television referencing "The Prisoner" and I was surprised because I never would've heard of that show if not for "The Simpsons" referencing it, which I believe Television also referenced!

     

    For drama, I like villains with an understandable and/or sympathetic motivations, like Walter White or Light Yagami. I also like villains that present a likeable image that conceals the evil they do in secret, which makes them unpredictable and exciting to watch (ex. wondering what monstrous thing Omniman or Homelander might do next or who, when, and how others who trust them will find out and react).  

     

    I don't usually put too much backstory or personality into my toons beyond a general idea, tho I spend a lot of time making costumes. ErasyerHead is a villain for the lulz and money. Itsie Bitsie is a lil old lady/Arachnos Crab Spider who has something to prove. Blanche Havisham was a horrible perfectionist who turned into Bridezilla after taste-testing yellow cake and now she's a giant lizard who stomps around setting people on fire. Echeveriah wants revenge for her people because they were chased off as "demons" long ago. Slaybraham Lincoln is a cyborg zombie who was reanimated and mind-controlled by a mad scientist as a joke.

    • Thumbs Up 1
  8. 8 hours ago, Riverdusk said:

    But if you slot it and hover over the power you have it slotted in on the management screen instead of the IO,  the truth comes out that no, you are only getting level 30 enhancement values afterall.

     

    So, typically I go with 30+5 for sets that max at 30, rather than attuned.  They need the help and I don' t typically spend a ton of time below level 27.

     

    Yeah, I don't really bother with sets that don't go up to 50 unless I want a particular proc enhancement. I fiddle around with my builds for too long in Mid's Reborn so I don't get to doing that until my characters are higher level.

     

    I noticed something weird about early levels too-- I slotted an attuned End Mod from a set into Endurance, but the boost was a lot lower than what I'd get from an End Mod SO at that level. The bonuses seem to even out around level 30 or 35 before single-aspect IOs start giving better boosts than SOs. 

  9. 15 minutes ago, Ukase said:

    And then there are Invention Origin enhancements: 

     

    I was looking in the AH at Dark Watcher's Despair. There were listings for recipes and enhancements up to 53, but nothing was for sale (from what I saw), so I'm not sure if that's some kind of bug? There were other IO set enhancements like that and I don't think any were for sale. I didn't check the merit vendor.

     

    I did experiments because I couldn't find explicit answers on that in the wiki, Help channel, here (searching. I didn't want make a post if I could find the info out there), and Google. Kept finding info on set bonuses, which wasn't what I wanted to know. I noticed that people sometimes had differing opinions or maybe left out important information regarding enhancements, attuning, and exemplaring's effects, so I felt better checking it out for myself. Since maybe 2019, I've been under the impression that enhancements wouldn't boost the regular non-bonus attributes (like Health) if you exemplared too low unless they were attuned, only to be told last night that it wasn't true and only set bonuses (aside from special cases like PVP IOs) get affected, so I didn't feel like taking chances this time. Respeccing, reslotting everything, and doing all the trading to replace a load of enhancements is time-consuming and a pain. 😕 

     

    In any case, I'll be able to replace my attuned PVPs with 50s I can boost +5 since the PVP bonuses don't get affected by exemplaring. 

  10. I'm guessing not, but I found out other stuff I thought about enhancements was wrong, so I figured I'd ask.

     

    Also, in case anyone is searching for it, I found that IO set enhancements with minimum level requirements still work (as far as the stats they modify, like Health, not the set bonuses) even if the character is exemplared 4 levels below that minimum. You just lose the set bonuses, not it's ability to modify Health/Accuracy/Endurance Reduction/etc (however, how much it modifies is scaled with level like it is with other enhancements). I had to do experiments in Ouro to figure that out since I couldn't find a straight answer to that via searching. A note about that might be a good addition to the Wiki page about how exemplaring affects enhancements.

  11. 44 minutes ago, Caulderone said:

     

    The + and - keys can be used to do this.  Mouse over the enhancement you are about to place and use those keys.

     

    Nothing happens. Does it only work for the Numlock keys because my laptop doesn't have those.

     

    EDIT: Never mind. I got it. 

  12. An update: I want to update Lua 5.1 to 5.4 but apparently doing so will break a lot of things because of all the changes made to Lua after 5.1. I'll give it a try, but it's going to set me back, which is annoying since I want to get back to adding new features. I'm not sure if I can use the latest IUP 3.30 with outdated Lua 5.1... If I can, that could solve things a lot easier.

  13. On 9/19/2021 at 1:44 PM, Shenanigunner said:

    Since binds and macros are identical except for the initial bits, it seems like the tool could make either. The only real headache would be if you wanted to include the entire database of icon images (which would be cool; I sometimes get lost for far too long finding Just The Right Icon, especially for sets). But a basic make this a bind/make this a macro option should be a pretty easy step.

     

    You don't even have to keep track of macros the way you do of keybinds. 🙂

     

    I've been working on adapting the Power Binder for use in macros too (and in the future, it'd be cool to use it for making pop menus) but haven't been able to figure out how to access a certain variable buried in the function used to create the Power Binder. Then I had to backtrack to figure out how to update the languages so I can use newer features (like add a Copy button) to do some of the stuff I want and I still need to figure out how to get citybinder.c to correctly point at the IUP libraries. It's been a long, twisted rabbit hole of research and downloads and tutorials... but I've learned how to make an .exe and stuff about Makefiles. Also, I added a feature so when you use a bind to start typing in the chat box, you can have it add your global handle (or whatever you type in the box) before your text.

    As for macros, the main thing I wanted to do with them is to make a database of images, b/c I sure as hell have spent too much time searching for the perfect icon to represent a costume change 😅. In the future, I'd like to make it so the user can save macros in case they want to open one up and modify it for a different character.

  14. If anyone likes teleporting, here are some pop menus I use. This one is for a Teleporting character:

     

    	//
        Menu Teleport
    		{
            Title "Teleport"
            Divider
                Option "&A Combat Teleport to Target" <&powexec_location target Combat Teleport&>
                Option "&S Retreat" <&powexec_location back:60 Combat Teleport$$face&> // Since I plan on using this in combat, 
                // I want the bonus that this version of Combat Teleport gives. This is for when you port right to  an enemy, execute a melee attack like Sands of Mu,
                // then want to jump back to use ranged attacks. "Face" is necessary to keep toon facing same direction. Without it, character will turn 180 degrees,
                // which would be disorienting, unless you plan on running away from the enemy instead of continuing to fight.
                Option "&D Teleport Target to Self" <&tell $target, I'm teleporting you to my location...$$powexec_location forward:10 Teleport Target&>
                Option "&F Teleport to Target" <&powexec_location target Teleport&>
            Divider
                Option "&W Up And Away!" <&powexec_location up:max Teleport&>
                Option "&X BUG OUT!" <&powexec_location back:max Teleport&> // When you want to turn and run in opposite direction. Turn 180 degrees and teleport far away.
            }

     

    Here are some Warshade ones ("face" doesn't seem to work on Black Dwarf form, which is annoying):

     

    	//
    	Menu WSDwarf
    	    {
    	    Title "Black Dwarf TP"
    		Divider
    			Option "&A Dwarf TP to Target" <&powexec_location target Black Dwarf Step&>
    			Option "&S Retreat" <&powexec_location back:60 Black Dwarf Step$$face&>
    			Option "&X BUG OUT!" <&powexec_location back:max Black Dwarf Step&>
    		}

     

    	//
    	Menu WSHuman
    		{
    		Title "Teleport"
    		Divider
    			Option "&A Combat TP to Target" <&powexec_location target Starless Step&>
    			Option "&S Retreat" <&powexec_location back:60 Starless Step$$face&>
    			Option "&D TP Target to Self" <&tell $target, I'm teleporting you to my location...$$powexec_location forward:10 Shadow Recall&>
    			Option "&F Teleport to Target" <&powexec_location target Shadow Step&>
    			Option "&X BUG OUT!" <&powexec_location back:max Shadow Step&> // When you want to turn and run in opposite direction. Turn 180 degrees and teleport far away.
    		}

     

    Jaunt:

    	//
    	Menu Jaunt
    	    {
    	    Title "Jaunt"
    		Divider
    			Option "&A Jaunt to Target" <&powexec_location target Jaunt&>
    			Option "&S Retreat" <&powexec_location back:60 Jaunt$$face&>
    			Option "&R Jaunt Ring" <&powexecname Jaunt&>
    			Option "&X BUG OUT!" <&powexec_location back:max Jaunt&>
    	     }

     

    Translocate (character also has Teleport Target and Distortion Field):

    	//
    	Menu SupaPooka
    	    {
    	    Title "Supa Pooka's Powers"
    		Divider
    			Option "&A Teleport to Target" <&powexec_location target Translocation&>
    			Option "&S Retreat" <&powexec_location back:60 Translocation$$face&>
    			Option "&D Teleport Target to Self" <&tell $target, I'm teleporting you to my location...$$powexec_location forward:10 Teleport Target&>
    			Option "&R Teleport Ring" <&powexecname Translocation&>
    		Divider
    			Option "&W Up And Away!" <&powexec_location up:max Translocation&>
    			Option "&X BUG OUT!" <&powexec_location back:max Translocation&>
    		Divider
    			Option "&F Distortion Field at Target" <&powexec_location target Distortion Field&>
    	     }

     

  15. 11 minutes ago, arcane said:

    I don’t even know what a popmenu is. It sounds scary, like binds.

     

    It does involve writing binds in a txt file, though there's a little bit of a different format, and then you bind the popmenu to a key. When you press it, a little custom menu populated with the items you put in the txt file, er, pops up wherever your cursor is at in the game. You can assign keys to each menu item that only fire when the menu is open, so when I want to teleport backwards, I hit "E" to open my custom menu, then "S" (which will not conflict with it's normal use for backwards motion) and BAM! It takes me a second to hit the keys and I TP backwards.  You can find info about it here:  https://forums.homecomingservers.com/topic/6701-popmenus-the-what-why-and-how/

     

     

    If you are interested in binds and find them intimidating, you could check out CityBinder for Homecoming at SourceForge. You can make binds by clicking on dropdown menu options and buttons, then click a button that generates the binds to a specified folder. I've been working on updating it (that's what I want to add powexeclocation to), so it's not perfect, but might help. 

     

    • Like 1
  16. 14 hours ago, srmalloy said:

    This will be useful for a side project I've been working on -- creating small popmenus for location powers, so that I can add macros to my characters that have them to make them a little faster to use. For example, the Rain of Fire popmenu gives you three choices -- '1' fires the power as normal, giving you the stock targeting marker, '2' toebombs it, locating it at 'down:max' (puts it at your feet if you're on the ground, or straight down if you're flying, such as working the monster wall in a Hami raid), and '3' centers it on your current target.

     

    I use popmenus for my teleporting characters. For example, I hit "E" to bring up the menu, then "A" for Combat TP to target, "S" to Combat TP backwards (to jump in and out of mobs), "D" to teleport target to me, "F" to TP to target (for when target is out of range for Combat TP. Good for getting back to a team if I get separated), and "Q" for "bug out" which is max distance TP for an emergency escape. If I just want to use the normal aiming, I have the TPs in the tray so I just hit "2" for Combat and "3" for regular.

  17. I'm working on updating CityBinder and to add powexeclocation, I've been making a list of powers it works with, but some I'm not sure about. Do these powers use one of those white targeting circles?

     

    • Spring Attack
    • Soul Extraction
    • Dark Extraction
    • Gang War
    • Corrosive Vial
    • Lightning Rod
    • Gremlins
    • Ignite
    • Bullet Rain
    • Irradiated Ground
    • Savage Leap
    • Shield Charge
    • Omega Maneuver
    • Team Teleport

     

    Here's the list I've got so far (not counting Lore pets). Have I made any mistakes?

    • Earth
      • Quicksand
      • Earthquake
      • Volcanic Gases
      • Animate Stone
    • Fire
      • Bonfire
      • Fire Imps
      • Rain of Fire
    • Time
      • Distortion Field
    • Gravity
      • Dimension Shift
      • Singularity
    • Ice/Cold
      • Ice Slick
      • Jack Frost
      • Ice Storm
      • Blizzard
      • Sleet
      • Freezing Rain
    • Storm/Wind
      • Tornado
      • Vortex
    • Water
      • Whirlpool
    • Plants/Nature
      • Carrion Creepers
      • Spirit Tree
      • Fly Trap
      • Lifegiving Spores
    • Illusion
      • Phantom Army
      • Spectral Terror
      • Phantasm
    • Dark
      • Tar Patch
      • Dark Servant
      • Shadow Field
      • Umbra Beast
    • Electricity
      • Voltaic Sentinel
      • Static Field
      • Galvanic Sentinel
    • Traps/Devices/Ninja
      • Caltrops
      • Tashibishi
      • Gun Drone
      • Time Bomb
      • Trip Mine
      • Poison Trap
      • Seeker Drones
      • Triage Beacon
      • Force Field Generator
      • Acid Mortar
    • Weapons
      • Oil Slick Arrow
      • Disruption Arrow
      • Rain of Arrows
    • Sound
      • Liquefy
    • Thorns
      • Thorntrops
    • Portals
      • Rapid Response Portal
      • Ouroboros Portal
    • Kheldian
      • White Dwarf Step
      • Photon Seekers
      • Black Dwarf Step
      • Shadow Step
      • Starless Step
    • Mastermind
      • Summon Wolves
      • Summon Lions
      • Summon Dire Wolf
      • Summon Demonlings
      • Summon Demons
      • Summon Demon Prince
      • Zombie Horde
      • Grave Knight
      • Lich
      • Soldiers
      • Spec Ops
      • Commando
      • Battle Drones
      • Protector Bots
      • Assault Bot
      • Call Genin
      • Call Jounin
      • Oni
      • Call Thugs
      • Call Enforcer
      • Call Bruiser
    • Patron
      • Summon Guardian
      • Water Spout
      • Summon Coralax
      • Summon Spiderlings
      • Summon Disruptor
      • Summon Tarantula
      • Summon Adept
      • Summon Striker
      • Summon Widow
      • Summon Seer
      • Summon Mistress
    • P2W (non-Vanity)
      • Signature Summon
      • Backup Radio
      • Light Fairy Pet
      • Blue Wisp Pet
      • Shield Drone Pet
      • Shield Oscillator Pet
      • Dark Fairy Pet
      • Red Wisp Pet
      • Power Drone Pet
      • Power Oscillator Pet
    • Pool Powers
      • Teleport
      • Combat Teleport
      • Translocation
      • Jaunt
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