tiberius0477 Posted April 22, 2022 Posted April 22, 2022 So I made an energy melee scrapper, and had the thematic idea for each of the energy melee attacks to be set to a different color. The “impact” colors on enemies follow these colors reliably. However, during combat, the energy around the hands simply stays the color of the first attack. Unless I hit escape or Z to force it to put away that color, and then redraw a new color with the next power. Is there a good way to get around this, to allow the color of the hand energy to change with each attack? Maybe a macro or something for forcing a redraw immediately before or after an attack?
Techwright Posted April 23, 2022 Posted April 23, 2022 Just to be clear, is it the color of the first attack, or is it perhaps tied to an aura? I ask because I deliberately set my energy blaster with an activated aura set to the fists. The fists stay the color that I associated to the aura regardless of what color I make the energy blasts. I could even tap brawl, which has no color setting, and it would trigger the fist lighting.
ZorkNemesis Posted April 23, 2022 Posted April 23, 2022 1 hour ago, Techwright said: Just to be clear, is it the color of the first attack, or is it perhaps tied to an aura? I ask because I deliberately set my energy blaster with an activated aura set to the fists. The fists stay the color that I associated to the aura regardless of what color I make the energy blasts. I could even tap brawl, which has no color setting, and it would trigger the fist lighting. Pretty sure they're talking about the energy "pom poms" that are part of the energy melee attack itself. Unless there's a trick the poms stay the color of first attack used. Soul Noir dark melee effects have the same problem. 1 Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.
tiberius0477 Posted April 23, 2022 Author Posted April 23, 2022 40 minutes ago, ZorkNemesis said: Pretty sure they're talking about the energy "pom poms" that are part of the energy melee attack itself. Unless there's a trick the poms stay the color of first attack used. Soul Noir dark melee effects have the same problem. Correct, not the aura but the little circles of energy around the fists. For anyone else looking or curious, I did manage to find a workaround involving making a macro for each energy attack: powexecunqueue$$powexecname <insert power name here> every attack now uses its own color because the unqueue command resets the stance right before the attack command. It also doesn’t unselect the target like escape key does. I’m fairly sure a bind would be even better but I am happy with this for the moment. 1 4
Shred Monkey Posted April 28, 2022 Posted April 28, 2022 (edited) A macro would replace the power in the power tray so you won't see the cooldown of the power. If you do that as a bind, then you can still have that power in the tray and you'll get the visual queues of it's cooldown happening. I believe this would be the syntax needed /bind 1 powexecunqueue$$powexec_tray 1 1 /bind 2 powexecunqueue$$powexec_tray 2 1 etc... Edited April 28, 2022 by Shred Monkey 1 1 Active on Excelsior: Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow
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