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  1. #741
    The Hatchery
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    Good to know... kinda surprised I never tried to open another character to see if I could, and then of course the natural follow-up would have been to try my FvS again... and sounds like that would've worked. D'oh! That bit about Battle Engineer being replaced by Warpriest is still weird, though.
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  2. #742
    Community Member Teeaaa's Avatar
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    Default Deflect Arrows feat stated wrong

    Your Deflect Arrows is only showing up as a "Monk Only" feat, and not allowing it to be entered as a general feat:

    Here's a replacement for the feats file

    Code:
    FeatName: Deflect Arrows
    Group: Heroic, Defense
    Descrip: You knock aside one incoming projectile that would have struck you every 6 seconds.
    Stat: Dexterity 13
    ClassBonus: Monk
    Class: Monk 1

  3. #743

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    Quote Originally Posted by Creeper_Math View Post
    Your Deflect Arrows is only showing up as a "Monk Only" feat, and not allowing it to be entered as a general feat:
    My understanding is that it can only be taken as a monk bonus feat. Is that not the case?

    EDIT: Checking in-game now, it can indeed be taken as a general feat. I'll correct that for the next update.

  4. #744
    Community Member Teeaaa's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    My understanding is that it can only be taken as a monk bonus feat. Is that not the case?
    I was being told that it can be taken as a regular feat when I posted my build LINK... The wiki only says that at least 1 Monk level is *required*....

  5. #745
    Community Member Teeaaa's Avatar
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    Default Druid / Cleric spells

    Noticed it doesn't auto-input the druid spells as an innate spell...

  6. #746

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    The original implementation of deflect arrows actually came up in the thread, since it had weird rules at the time.

    Quote Originally Posted by EllisDee37 View Post
    Deflect Arrows is the special case, a bonus feat that can't be taken as a regular feat. (See the note at the bottom of this page.)
    That linked page no longer shows it, but when I first made that post (and set up deflect arrows the way it was) that page looked like this, which included a note at the bottom which said:

    * Important Note: The marked feats (currently only Deflect Arrows) can only be chosen as a bonus martial arts feats. It is not possible to take them as standard feats. They do not show up on the standard feats list.
    Looks like that note was removed a couple months later, but I was unaware. Thanks much for the heads up.

  7. #747

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    Quote Originally Posted by Creeper_Math View Post
    Noticed it doesn't auto-input the druid spells as an innate spell...
    The cleric cure spells appear to be auto-input correctly.

    What druid spells do you mean?


    EDIT: Also, in your fix for deflect arrows, add the following line:

    RaceBonus: Human, Purple Dragon Knight

  8. #748
    The Hatchery
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    Quote Originally Posted by EllisDee37 View Post
    What druid spells do you mean?
    I would assume the Summon Nature's Ally spells which druids get for free. Checking my druid's build, though, the summons spells don't auto-populate, but when you click on them a new slot opens up at the top of the list. So that would seem to be working - you just have to add them manually. But it does go into a bonus spell slot.
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  9. #749
    Community Member ChicagoChris's Avatar
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    Default

    I'm getting the following error with the release 'Updated September 13th, 2017' when trying to double click or move an enhancement.

    ---------------------------
    Character Builder Lite
    ---------------------------
    Run-time error '340':
    Control array element '3' doesn't exist
    ---------------------------
    OK
    ---------------------------

    It never happens when I double click, but when I try to drag to a an area that it doesn't like or double click with a slight drag in the middle (which makes it not a double click but a drag and "close" drop).
    Farog on Khyber - DDO Char Builder Lite updates -> https://github.com/ChristopherGLewis/ddo-lite-tools

  10. #750

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    Quote Originally Posted by ChicagoChris View Post
    I'm getting the following error with the release 'Updated September 13th, 2017' when trying to double click or move an enhancement.

    ---------------------------
    Character Builder Lite
    ---------------------------
    Run-time error '340':
    Control array element '3' doesn't exist
    ---------------------------
    OK
    ---------------------------

    It never happens when I double click, but when I try to drag to a an area that it doesn't like or double click with a slight drag in the middle (which makes it not a double click but a drag and "close" drop).
    I'll get that fixed up for the next release, which should be in a week or so.

    (For anyone skimming who might have missed it, Cleric Domains and the FVS changes are already in the Sep 13th release.)


    Quote Originally Posted by LrdSlvrhnd View Post
    I would assume the Summon Nature's Ally spells which druids get for free. Checking my druid's build, though, the summons spells don't auto-populate, but when you click on them a new slot opens up at the top of the list. So that would seem to be working - you just have to add them manually. But it does go into a bonus spell slot.
    That's how it works in-game, yes?

    Cleric cures are automatic, in that the game forces you to have them. But you don't have to learn Summon Nature's Ally spells if you don't want them cluttering your spell list. (Says the guy who's never rolled up a druid. Is that true, or are they automatic spells like cleric cures?)

  11. #751
    The Hatchery
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    Quote Originally Posted by EllisDee37 View Post
    That's how it works in-game, yes?

    Cleric cures are automatic, in that the game forces you to have them. But you don't have to learn Summon Nature's Ally spells if you don't want them cluttering your spell list. (Says the guy who's never rolled up a druid. Is that true, or are they automatic spells like cleric cures?)
    PRETTY sure they're automatic - druids don't "learn" spells like artis & wizards, they know them all like rangers. But it's been a while since my druid was in heroics, so I may be mistaken. But pretty sure they're just... there... when you level up to where you can use 'em.
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  12. #752

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    Quote Originally Posted by LrdSlvrhnd View Post
    PRETTY sure they're automatic - druids don't "learn" spells like artis & wizards, they know them all like rangers. But it's been a while since my druid was in heroics, so I may be mistaken. But pretty sure they're just... there... when you level up to where you can use 'em.
    Are they always slotted, or do you have to slot them yourself?

    EDIT: Turns out they're mandatory, like cleric cures, instead of free like artificer repair and inflict spells. I was confused because wiki lists druid spell slots the same way as artificer, with the "x+y" notation. Turns out they work like clerics, which just displays the total and makes a note that spontaneous cure spells are counted in the slot totals.

  13. #753
    The Hatchery
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    Quote Originally Posted by EllisDee37 View Post
    Are they always slotted, or do you have to slot them yourself?

    EDIT: Turns out they're mandatory, like cleric cures, instead of free like artificer repair and inflict spells. I was confused because wiki lists druid spell slots the same way as artificer, with the "x+y" notation. Turns out they work like clerics, which just displays the total and makes a note that spontaneous cure spells are counted in the slot totals.
    ...And that's being updated right now.
    "Ignorance killed the cat, sir; curiosity was framed."
    Tripoint, C.J. Cherryh

  14. #754
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    Default Love our stuff Ellis

    Using your planner is usually intuitive. But my static group has recently started 1-20s to capitalize on the the gratuitous reaper points available, and gain heroic, and racial past lives in the process. Will you be adding into your planner a way to keep track of the + stats, skills like you did for racial AP? And an enhancement list like planner for the reaper trees?

    Now, a selfish question..

    Dreaming of your Gear Planner. ;-) Will you be resuming that project?

    KesslerSAS
    Old Main Loreshi
    Current/New Main Nuvie
    Ghallanda

  15. #755

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    Quote Originally Posted by KesslerSAS View Post
    my static group has recently started 1-20s to capitalize on the the gratuitous reaper points available, and gain heroic, and racial past lives in the process. Will you be adding into your planner a way to keep track of the + stats, skills like you did for racial AP? And an enhancement list like planner for the reaper trees?
    I don't track any stat or skill bonuses, so that's a firm "no" on tracking the bonuses from racial past lives.

    Regarding reaper trees, I'm not opposed to the idea but it seems like more hassle than it would be worth since there aren't a lot of meaningful choices to make.


    Dreaming of your Gear Planner. ;-) Will you be resuming that project?
    No plans at this time, but it's not completely off the table. I'm hoping Ordinary's DDO Builder can satisfy my gear planner needs. To that end, I'm currently writing an export routine so you can open your CBL build files in his planner and then use his gear planner. (I won't be exporting enhancements or destinies due to maintenance overhead, but his planner uses the nifty tree interface like the game does so it's not a hardship to re-enter them.)

    I've already finished both the import and export routines for Ron's Character Planner format, though there's no gear planner in that one yet either. Still, on a personal note, I'm finding it really cool to be able to read and write build files in his format; opening a build created in CBL with another planner is like magic!

  16. #756

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    EllisDee37, I found myself thinking of your gear planner myself today. I have been thinking of how to make the gear planner for a very long time. An interface similar to your CC Crafting might work for creating the random loot items that people would want use in the planner. Use something similar to generate the Named items, maybe you could do your magic and stripe the info for them from WIKI. I maybe being very confusing right now I have a major headache going on right now. Just a couple of thoughts.
    Main Characters Adarshae, Adenasenka, Nimithar Pyri and of Argonnessen
    Projects of Interest:
    ADARDDO

  17. #757

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    Quote Originally Posted by Tom.JonesJr View Post
    Use something similar to generate the Named items, maybe you could do your magic and stripe the info for them from WIKI.
    That's the one part of it that's super easy thanks to the pages that list all items for a given slot. For example, I could crawl this page to gather a list of named belts, then for each belt I could optionally open their linked pages to grab as much detail as desired. (Material type, durability & hardness, etc...)

    I could envision overlaying it on my gearset planner in CCBL fairly simply from a UI perspective. Instead of typing in the name of the named item, it could open a named items screen you could pick from.

    However, the crafting gearset screen doesn't have a fraction of the functionality I'd shoot for in a complete gearset planner. Plus I have no clear vision of how to incorporate other crafting systems into it. (Slave lords, greensteel.) So while it's not ruled out, it's very much on the backburner.

    Worse, I put a ton of work into my greensteel planner but lost all that source code when my Windows 10 free upgrade &%& the bed and I had to reformat my hard drive.

  18. #758
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    Quote Originally Posted by Tom.JonesJr View Post
    EllisDee37, I found myself thinking of your gear planner myself today. I have been thinking of how to make the gear planner for a very long time. An interface similar to your CC Crafting might work for creating the random loot items that people would want use in the planner. Use something similar to generate the Named items, maybe you could do your magic and stripe the info for them from WIKI. I maybe being very confusing right now I have a major headache going on right now. Just a couple of thoughts.
    Gear is a major pain for my planner also. Each item is currently manually put together. I have got super efficient at it, but with 100's of items to go, its gonna take a very long time.

    When it came to crafted and special items like slave lords, I use the same augment system you see for Colorless, Blue, Green, Yellow etc, but I have slots types such as "Slavelords Prefix". If a given augment is listed for a given slot type, you can select it. As each augment in the file can have an arbitrary number of compatible slot types, it just a matter of building up the augment list with the right slot entries and having default items with the relevant augment slots.

    I will be following this paradigm for random loot (once I sort out what kind of slots a given item can have). This should work for regular greensteel, I did take a look at epic greensteel but it may not be compatible with this method.

    I currently support cannith crafted items, but its all "level 34" augments only. My next step is to put in the random and other crafted type loot, greensteel, thunderforged etc
    Cannith Server: Maetrim - Once again complete
    Maetrim's DDO Character Planner: https://github.com/Maetrim/DDOBuilder/releases

  19. #759

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    The output I'm using in the Revisiting Default Paths thread had to split racial feats out of the main feat list due to listing feats for multiple races. Sample here. That sparked the idea of splitting planner feats into different channels both for input and output.

    Currently struggling to get the input side working, but output was a snap. I added a new option to Tools => Options for feat output order, defaulting to the new "feat channel" order. You can switch back to character level order if you prefer that.

    For some builds it's a major improvement. The biggest example is my favored robot build: Pure favored soul warforged melee using greatswords. Compare the character level vs feat channel layouts:

    Feats (by character level)

    .1. . . . : Martial Weapon: Maul
    .1 Deity. : Follower of: Lord of Blades
    .2 FavSoul: Grace of Battle
    .3. . . . : Power Attack
    .3 Deity. : Child of: Lord of Blades
    .5 FavSoul: Energy Absorption: Electricity
    .6. . . . : Cleave
    .6 Deity. : Bladesworn Transformation
    .7 FavSoul: Purity of Heart
    .9. . . . : Great Cleave
    10 FavSoul: Energy Absorption: Fire
    12. . . . : Improved Critical: Slashing
    12 Deity. : Beloved of: Lord of Blades
    15. . . . : Adamantine Body
    15 FavSoul: Energy Absorption: Acid
    18. . . . : Two Handed Fighting
    20 Deity. : Damage Reduction: Adamantine
    21 Epic . : Overwhelming Critical
    24 Epic . : Improved Two Handed Fighting
    26 Destiny: Perfect Two Weapon Fighting
    27 Epic . : Greater Two Handed Fighting
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Deific Warding
    30 Epic . : Epic Damage Reduction
    30 Legend : Scion of: Arborea


    Feats (by feat channel)

    .1. . . . : Martial Weapon: Maul
    .3. . . . : Power Attack
    .6. . . . : Cleave
    .9. . . . : Great Cleave
    12. . . . : Improved Critical: Slashing
    15. . . . : Adamantine Body
    18. . . . : Two Handed Fighting
    21 Epic . : Overwhelming Critical
    24 Epic . : Improved Two Handed Fighting
    26 Destiny: Perfect Two Weapon Fighting
    27 Epic . : Greater Two Handed Fighting
    28 Destiny: Perfect Two Handed Fighting
    29 Destiny: Deific Warding
    30 Epic . : Epic Damage Reduction
    30 Legend : Scion of: Arborea

    .2 FavSoul: Grace of Battle
    .7 FavSoul: Purity of Heart

    .5 FavSoul: Energy Absorption: Electricity
    10 FavSoul: Energy Absorption: Fire
    15 FavSoul: Energy Absorption: Acid

    .1 Deity. : Follower of: Lord of Blades
    .3 Deity. : Child of: Lord of Blades
    .6 Deity. : Bladesworn Transformation
    12 Deity. : Beloved of: Lord of Blades
    20 Deity. : Damage Reduction: Adamantine


    I'm hoping to get this new version out in maybe a week or so. There's several new features I'm excited about.


    EDIT: It might be worth mentioning that "normal" bonus feats like fighter, monk (1,2,6), and wizard stay in the general channel. Only class-specific feats like favored enemy, wild shape, monk (3), rogue, warlock pact and cleric domains get their own channels. Similarly, human and PDK bonus feats stay in the general channel, but dilettante and draconic ancestry get their own channels.

  20. #760
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    Found a bug. Took me a while to figure out what was happening. As far as I can tell, it happens while selecting enhancements, if you click and drag one of the highest available level enhancements, then drop it in the same window. Up pops "Run-time error '340': Control Array element '8' doesn't exist" (not always '8'. I've seen several other numbers). When you press ok, the app shuts down. It only seems to happen if it's one of the highest level enhancements available. If you already have all the t5 enhancements, dragging a t4 enhancement will do nothing. I actually found it because I was moving my mouse during a double click, and the app seemed to think I was dragging and dropping.

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