
_NOPE_
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Everything posted by _NOPE_
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Thanks for allaying any concerns with this. This is a FANTASTIC change and option. I have to ask though... while I may have joked about it in the past, why not just literally include an "I Win" option in the P2W Vendor, which will instantly put someone at level 50 and they can then go to a trainer and level up, picking all their powers? Then they could choose to have a level 50 instantly, and use whatever other tricks they've come up with to load their characters with influence/enhancements/other loot. That way, all of the powerlevellers will have an easy route to an instant 50, if they want to just skip all of the "old" content that they find "mind-numbing". Full disclosure: I'm not one of those players, I love the game from 0-50! OMG! Thank you SO much! It's what I've always wanted! It's SO pretty!
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No, I'm not one of the PTB, just an over-eager forumite. And, if you're looking for smilies, you can always try my BBCoder...
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Okay, I've added them.
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Wouldn't those be counted as "Fan Creations"? Sure, under that forum, we could have sub-forums if we wanted to divide that out.
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Dedicated Forum Boards, pretty please when you have time?
_NOPE_ replied to Korbian's topic in General Discussion
*cough, cough* https://score.savecoh.com/index.php/topic,1430.0.html -
Suggestion: Add Auction House NPCs to SG Bases
_NOPE_ replied to Baron_von_Boo's topic in General Discussion
If you craft enough, you can earn a badge that gives you a power to summon a crafting table: https://paragonwiki.com/wiki/Field_Crafter_Badge -
Suggestion: Add Auction House NPCs to SG Bases
_NOPE_ replied to Baron_von_Boo's topic in General Discussion
No need, just type /ah anywhere. -
My reason is that I'm not completely confident about the permanence of this server/host. Why invest time in something that might disappear? You know, I never thought of just writing it out in Notepad and saving it somewhere... oops. But, I expect most people don't for that reason.
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Yeah, I noticed that. And there's no option to allow people to unvote. When I set it up initially there was, and I checked the checkbox that was supposed to allow people to revote, but when I go to edit the poll, that checkbox is now gone. Weird... I've added that to the end of the poll as something to fix!
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I believe all team size restrictions were removed from all TFs.
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All of the data for the game are in .BIN files.
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Yeah, this guide is over a decade old. That change was made shortly before the sunset of the game, I haven't gone back and updated this guide to reflect those changes. I will, when I have the time to get a bubbler up to level 50 again.
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On a server-side file, not even in the database, which SHOCKED me. Makes it MUCH harder to parse.
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From the Code of Conduct:
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*cough, cough* I did my part... https://score.savecoh.com/index.php/topic,918.0.html https://score.savecoh.com/index.php/topic,922.0.html https://score.savecoh.com/index.php/topic,171.0.html
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I just looked at the code itself, it would indeed NOT be a simple process. Every power doesn't just exist like in an Excel sheet with a bunch of columns for each attribute. No, each power is its own C object, and has MULTIPLE attributes called AttribMods under them. These are structures that describe ONE attribute of a power. And each power has MANY MANY attributes. Here's one example, Defender's Personal Force Field (every character type has their own copy with a similar structure): Power Defender_Buff.Force_Field.Personal_Force_Field { CRCFullName 2071994066 Name Personal_Force_Field SourceName Defender_Buff.Force_Field.Personal_Force_Field DisplayName P3978803010 DisplayHelp P1475204497 DisplayShortHelp P3032934705 DisplayAttackerHit P3782792257 IconName ForceField_PersonalForceField.tga Type kToggle NumAllowed 1 Accuracy 1 TargetNearGround false ToggleIgnoreHold true ToggleIgnoreSleep true ToggleIgnoreStun true BoxOffset 0, 0, 0 BoxSize 0, 0, 0 TimeToActivate 2.03 RechargeTime 15 ActivatePeriod 0.5 EnduranceCost 0.13 DestroyOnLimit true Target kCaster EntsAutoHit kCaster EntsAffected kCaster BoostsAllowed kBio_Group, kRecharge_Boost, kSprintRoot_Group GroupMembership ANIM_TURNLEFT ModesDisallowed kStealth_Group AttribMod { Name Ones ShowFloaters true Attrib SEQBITS_TELEPORT Target kCaster Table Melee_Ones Scale 0.75 Type kDuration Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods false UseDurationCombatMods true StackType kReplace StackLimit 2 StackKey -1 Duration 0 Magnitude kToHit RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib ANIM_THROWSTAR Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kFlyingRoot_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDisable_Pool Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kStealth_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kAscendant_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib ANIM_COMBAT Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDamageType06 Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap?, ! StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Ones ShowFloaters true Attrib ANIM_TARANTULAPSIBOLT Aspect kStrength Target kCaster Table Melee_Ones Scale 0.5 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib ANIM_DIVE Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType04 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType06 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType05 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib ANIM_WHIP Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kEnergy_Attack Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Buff_Def ShowFloaters true Attrib kDefenseType08 Target kCaster Table Melee_Buff_Def Scale 7.5 Type kMagnitude Chance 1 AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kFlyingRoot_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDisable_Pool Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kStealth_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kAscendant_Group Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib ANIM_COMBAT Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Res_Dmg ShowFloaters true Attrib kDamageType06 Aspect kResistance Target kCaster Table Melee_Res_Dmg Scale 4 Type kMagnitude Chance 1 AllowStrength false AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false Requires isPVPMap? StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } AttribMod { Name Ones ShowFloaters true Attrib ANIM_COMBO2 Aspect kResistance Target kCaster Table Melee_Ones Scale 1 Type kMagnitude Chance 1 CancelEvents Held, Stunned, Sleep AllowStrength true AllowResistance false UseMagnitudeResistance false UseDurationResistance false AllowCombatMods true UseMagnitudeCombatMods true UseDurationCombatMods false StackType kReplace StackLimit 2 StackKey -1 Duration 0.75 Magnitude ANIM_FORWARD RadiusInner -1 RadiusOuter -1 Suppress MissionObjectClick 10 Always } ShowBuffIcon true ShowInInventory true ShowInManage true ShowInInfo true MaxBoosts 6 BoostTradeable true BoostCombinable true BoostLicenseLevel 999 MinSlotLevel -3 MaxSlotLevel 49 MaxBoostLevel 50 HighlightRing 0, 0, 0, 0 PreferenceMultiplier 1 ForceLevelBought -1 AbusiveBuff true FaceTarget true VisualFX MENU/POWERS/ANIMFX/PLAYERPOWERS/DEFENDERBUFF_FORCEFIELD_PERSONALFORCEFIELD.PFX ActivationBits ANIM_COMBAT, ANIM_RADIUSEFFECT, ANIM_NOTROOTED ActivationFX POWERS/FORCEFIELD/FORCEBUBBLE.FX FramesBeforeHit 25 AttackFrames 61 InitialFramesBeforeHit 25 ProjectileSpeed 3.403e+038 CustomFX Bright ActivationBits ANIM_COMBAT, ANIM_RADIUSEFFECT, ANIM_NOTROOTED ActivationFX CUSTOMIZEABLEPOWERS/FORCEFIELD/FORCEBUBBLE.FX FramesBeforeHit 25 AttackFrames 61 InitialFramesBeforeHit 25 ProjectileSpeed 3.403e+038 Palette Additive End CustomFX Dark ActivationBits ANIM_COMBAT, ANIM_RADIUSEFFECT, ANIM_NOTROOTED ActivationFX CUSTOMIZEABLEPOWERS/FORCEFIELD/SUBTRACTIVE/FORCEBUBBLE.FX FramesBeforeHit 25 AttackFrames 61 InitialFramesBeforeHit 25 ProjectileSpeed 3.403e+038 Palette Subtractive End } ...and that's ONE power. Now, someone with more time than I've got could make a parsing program that could go through all of these AttribMods, and collect the list of all attributes, and then build a UI that could show all of these attributes... in fact I'd LOVE it if I had the time to do that. But unless I'm getting paid for it... I kinda have to work a little bit to keep my current job as a programmer...
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Updated the OP to include the Source Code and Portable version at the bottom of the post.
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He PMed me what he did. Follow the instructions here, though I haven't tested it yet: https://ourowiki.ouro-comdev.com/index.php?title=I25_Community_Virtual_Machines FYI, I just tried it, and that's a no-no for me: Looks like you need a quad-core or better, and since I only have a dual-core, I'm SOL...
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If the source code is available anywhere, I would consider seeing if I could free up some time to get it going...
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If you look at my Force Fielder's Bible, you'll see I have a macro to do something similar: I imagine something similar would work for you. If you want to JUST toggle between hover and fly, I'd do it like this (I always bind my travel power to "e": File name: hover.txt e "powexec_name hover$$bind_load_file c:\coh\fly.txt" File name: fly.txt e "powexec_name fly$$bind_load_file c:\coh\hover.txt" Then go into the game and type the following line to initialize the bind: /bind_load_file c:\coh\hover.txt If you add a third file, you can also do a Hover/Fly/Cancel situation, using Powexec_abort for the third file. If *I* was doing what you were doing, I'd probably want to do it this way.... Hover, Fly, Hover, Cancel... so, it'd be four files: File name: HoverToFly.txt e "powexec_name hover$$bind_load_file c:\coh\FlyToHover.txt" File name: FlyToHover.txt e "powexec_name fly$$bind_load_file c:\coh\HoverToCancel.txt" File Name: HoverToCancel.txt e "powexec_name hover$$bind_load_file c:\coh\CancelToHover.txt" File Name: CancelToHover.txt e "powexec_abort$$bind_load_file c:\coh\HoverToFly.txt" Then go into the game and type the following line to initialize the bind: /bind_load_file c:\coh\HoverToFly.txt That's how *I* would do it if I ever used anything other than Teleport...
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Yes, apart from having a forum account, you have to have a game account, which you can make here: https://score.savecoh.com/account/
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I've never heard of this. What was it, exactly? I don't see it mentioned in the ParagonWiki anywhere. Was it anything like VirtueVerse? Do you have any screenshots? How did it work?
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I've added a poll for the items that have already been requested, and I'll keep it up to date as I see new items appear in this thread. The poll will run perpetually, and the total number of allowed votes will be the same as the number of items on the poll, so if you want it all, vote for it all. Also, you can change/update your votes at any time. I figure this will let things keep updated as player requests change.
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Hey, you can't punish me for trying. :p
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See this forum feature request page, and put your input there: https://score.savecoh.com/index.php/topic,1430.0.html