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-   -   maximum number of steps in an Heroic Opp? (https://www.eq2interface.com/forums/showthread.php?t=2280)

taco-man 03-30-2005 10:08 PM

maximum number of steps in an Heroic Opp?
 
whats the maximum # of steps in an HO? i know there are 6 of the "circles" for them, but was wondering if there was anything longer than 4? the longest one i could find was "Ancient Demise" which is 4 steps.

EDIT: oh, and also, can anyone tell me what the little green arrow next to the green coin used for shifting is for? ive neer seen it when i play my scout.

EDIT:...again :) has anyone noticed if the HO can go clockwise and counterclockwise? because i noticed the window has a clockwise and counter-clockwise arrow, if it does it would explain why there are 6 slots for ho icons but only 4 are used at once and also why the hos seem to go in the order 1-6-5-4-3-2

Azoz 03-31-2005 12:31 AM

lets seee....
 
Maximum number of steps that I know of is 4. You need all six slots for the starter but the finishers only go up to 4. My thinking on this is that they intended to add 6 step HO's but when they reduced the timer to 10 seconds from 30 seconds this became less likely.

The green arrow, I dunno, I wondered that myself.

I've only seen the HOs move clockwise. I have no clue why the HO goes in such a funkadelic order but thats the way it is. I don't expect HO's will move counter clockwise, I think the six slots is for reasons listed above.

taco-man 03-31-2005 12:54 AM

Thanks for the respone :)

the reason i was wondering if they went counter-clockwise is because they have the style for it added to the window.

The reason they are in a funky order is because SOE has the circle set up
Code:

  1
2    6
3    5
  4

so when the clockwise HOs(which apparently are the only ones?) show up it goes 1-6-5-4 so that it looks clockwise on the wheel.

Also here is the Ho window i am working on if anyone is interested, its not released yet, but it is why i was asking these questions :)

sigmodon 04-13-2005 06:14 AM

Yes, it confused me at first on the linear mods because the ordered HOs start the first activation where it should be, then the next one jumps to the end. and works it's way backward. I can live with that to get rid of the ugly wheel.

Also, maybe some of you haven't thought of it yet, but Sony does okay at planning for the future. Did anything ever realize that the two empty spaces could be filled with future sub-class types? In future expansion packs I think we're going to see them fill up the wheel and bring with them some new HO combinations.

If there was a way to run a 1.2.3.4 instead of a 1.4.3.2 then I would run that mod instead, but for now I'm happy with the wheel being gone.

ger 04-13-2005 06:54 AM

Quote:

Originally Posted by sigmodon
Yes, it confused me at first on the linear mods because the ordered HOs start the first activation where it should be, then the next one jumps to the end. and works it's way backward. I can live with that to get rid of the ugly wheel.

Ran into that problem with my HO bar, finally got around to fixing it 'cause it was driving me nuts. :)

Quote:

Originally Posted by sigmodon
Also, maybe some of you haven't thought of it yet, but Sony does okay at planning for the future. Did anything ever realize that the two empty spaces could be filled with future sub-class types? In future expansion packs I think we're going to see them fill up the wheel and bring with them some new HO combinations.

The same thing occurred to me, 'swhy I left all 6 in, just in case.

Quote:

Originally Posted by sigmodon
If there was a way to run a 1.2.3.4 instead of a 1.4.3.2 then I would run that mod instead, but for now I'm happy with the wheel being gone.

As far as I know of, there's no way to do it. Now, here's the rub. If SOE ever does put in counter-clockwise HOs we're going to have to add in dynamic reordering code. Right now all HOs run in 1-6-5-4-3-2 order, but a counter-clockwise HO would run in the (logically) correct order 1-2-3-4-5-6. This works fine on a circular arrangement like SOE's default uses, but on any of our inline mods it we'd end up with blank slots between the first and rest of the icons for one direction or the other. Hm…guess that's one more thing for me to look into.

(And I really should make a version of my HO wheel that doesn't require the 2 1MB BlackMarble background images ;))

Edit: After a quick look, there doesn't seem to be any way we can cause an order change based on HO direction. It uses a single image with 3 styles, and the style used is determined by the server. The only thing I can think of is to use an OnShow tied to a comparative statement, but I don't think we can compare text strings?

vendolis 04-13-2005 06:55 AM

The 6 slots result from the early beta still. there were at least 5 item HOs and also the idea of alternating the way the HO goes around. I guess they just left it in.
They reduced the number of actions since it was nearly imposible to pull of a 4 way starter and then a 5 item ordered HO ...

taco-man 04-13-2005 09:51 AM

Quote:

Originally Posted by ger
Ran into that problem with my HO bar, finally got around to fixing it 'cause it was driving me nuts. :)


The same thing occurred to me, 'swhy I left all 6 in, just in case.


As far as I know of, there's no way to do it. Now, here's the rub. If SOE ever does put in counter-clockwise HOs we're going to have to add in dynamic reordering code. Right now all HOs run in 1-6-5-4-3-2 order, but a counter-clockwise HO would run in the (logically) correct order 1-2-3-4-5-6. This works fine on a circular arrangement like SOE's default uses, but on any of our inline mods it we'd end up with blank slots between the first and rest of the icons for one direction or the other. Hm…guess that's one more thing for me to look into.

(And I really should make a version of my HO wheel that doesn't require the 2 1MB BlackMarble background images ;))

Edit: After a quick look, there doesn't seem to be any way we can cause an order change based on HO direction. It uses a single image with 3 styles, and the style used is determined by the server. The only thing I can think of is to use an OnShow tied to a comparative statement, but I don't think we can compare text strings?

with the new if statement thing you could compare what the style is set to, because the arrow has a different style depending on what it points, maybe you checked this already though

ger 04-13-2005 10:34 AM

Quote:

Originally Posted by taco-man
with the new if statement thing you could compare what the style is set to, because the arrow has a different style depending on what it points, maybe you checked this already though

That's why I was asking if we could compare text strings. If we can it'd be relatively simple to add an OnShow/Button.Activated to change the condition ordering. But if we can't compare text strings we're up a creek without a paddle.

Drumstix42 04-13-2005 12:10 PM

Quote:

Originally Posted by vendolis
I guess they just left it in.

Along with a bunch of other unused stuff. While this is cool in some places, in other places it seems to make up a lost hope ;)


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