VaultNetwork.netVault Network Boards
Author Topic: ToD - Decal update [Locked]
daxel2
Posts: 1
Registered:
If I follow the threads correctly, then the biggest current Decal issue is in fact a paint on issue and not a decode/datastream issue - is that essentially correct?


Decal as such could still do a lot of things if it didn't have to have a user interface?

For example, Bandit Sight has to be configured out of game and then the profile loaded in game.

Could Decal be set to operate in a similar manner?

$Decal Buff in chat could launch a self buffbot for example.

When ElTank is running in buffbot mode and has been set up, does it truly need an interface?

$Decal Buffbot

Just a few thoughts.
Drakier  4 stars
Posts: 1,486
Registered:
its more than just that.


we still have some memloc and compatibility issues.


currently drawing is of course our biggest hurdle, but by far not the only hurdle.
MT_Gouru  3 stars
Posts: 666
Registered:
This would require that the plugins all have their display code removed, and modified to work with a command line interface.


Time spent modifying Decal to support non-UI scenarios is time not being spent on making it work.


Ain't gonna happen.
Elminster-HG
Posts: 4
Registered:
I am anti El-Tank myself, however the more high health enemies that get put in the game that require 40 repeated pressings of 4 4 4 4 4 (my war spell), the more attractive it becomes to use a macro like El-Tank to do the mind numbing combat for me so I can at least chat with friends. I envy melees/archers their autoattack ability


Anyway, here's hoping Decal gets back up soon so I can get my filtered chat and buffing back!
hallow_mage
Posts: 7
Registered:
Over the last couple of days, and I will note that I have also been guilty of this, we have innudated this thread with CRAP that has basically nothing to do with what this thread is about. Whether we like or dont like different things about decal has absolutely NOTHING to do with this thread topic.


I have been religiously checking this thread several times a day and have to read thru much drivel of which I even contributed to and am now sorry, about this and that which is irrelivant.


It would be much easier, at least for me, to only really see posts in here about the Throne of Destiny - Decal update and what the status of that is. That way I can check the thread, see there is nothing new on the update and move on to other business.


Thanks folks

Hallow Mage
magda_bint_roper1
Posts: 1
Registered:
here is something I could not find on the boards. I seem to remember that before decal, there was a buffing program that worked ok. I would like to get magda up and running on td asap, does anyone remember the name of that program, and if it would still work?
Drakier  4 stars
Posts: 1,486
Registered:
Elminster.. there were originalyl some ideas floating around for adding in a Mage auto-attack similar to Melee/Archer.. this was of course a plugin and not into the actual game system, but still...


I believe Gouru might even be able to do this with Einstein if asked nicely. I think it would definately be a viable alternative. Melee/Archer have repeat-attack.. why not mages? You'd still have to press the button to START the attacks, so it wouldn't be a macro, but would be a playing aid. You can get banned for UCM on an Archer/Melee that way, so a Mage should be no different
Kuma__1
Posts: 2
Registered:
should also add auto target for mages since melee have it.


then vital management should be considered too since a mage is going to die a lot easier with no mana then a melee with no stamina.


Then you have nearly the same thing as tank, but using a different key to start it.
Drakier  4 stars
Posts: 1,486
Registered:
Quote: Kuma__1

===================

should also add auto target for mages since melee have it.


then vital management should be considered too since a mage is going to die a lot easier with no mana then a melee with no stamina.


Then you have nearly the same thing as tank, but using a different key to start it.

====================


I'm all for adding playstyle equality and stuff between classes, but that is a little overboard. Melee/Archers do NOT get any vitals management through the standard AC interface. What they DO get is "repeat-attack" and "select next target". Both of those items I could agree with being added either through AC itself or through a Decal plugin. Vitals management is a whole different can of worms. Also.. the difference between Tank and a repeat-attack is that once you "start" tank, it goes forever (within 5 minutes I guess) and can kill multiple monsters. With a Repeat-Attack, it only kills ONE single creature. After that creature is dead, you must press "Attack" again in order for it to attack that creature. The SAME thing a Melee/Archer already have in the game.
Kuma__1
Posts: 2
Registered:
True...that was meant to take it too far. But I see that being a problem, maybe more at lower levels then high where once your low on mana and still have low mana conversion, you will fizzle yourself to the lifestone. That is likely why it will not be put into the client. But then lets say it was. How do you break out of the repeated attacks? Break the animation like melee? Bet we hear more complaints on this matter since you couldn't use repeated attack in PK combat as effectivly.


I also would love to see the client be able to auto select target for both. And I wish we could have the choice between Select Nearest Monster and Last Attacker for the auto target rather then just Last Attacker. I find Last Attacker do near as good a job as manually selevting the nearest each time.

VaultNetwork.net is an independently operated community forum and is not affiliated with, endorsed by, or technically based on IGN, GameSpy, FilePlanet, GameStats, or the former IGN/GameSpy Vault Network.
References to VaultNetwork.net mean this site/domain. VNBoards-style presentation is a visual homage only. By using this site, you agree to the forum rules.