Moonz
formerly: IGoBoom
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Coming back to PSO and seeing this is now possible is noice.
A purely aesthetic question though, is it possible to set a max window size for some addons instead of purely static size?
For example I want this so I can have the background on things which makes it easier to read over transparent window but when there is nothing there or only a few of anything (like with floor drops) I don't just have a blank floating box.
I think something similar happened to me once. I'm pretty sure I fixed it by rebooting my computer.I seem to be having an issues that I don't think I can find a solution to anywhere else, but if was stated elsewhere just link me to said place. The plugin installed fine and worked fine once or twice, but after that, the plugins show on the screen but can't be interacted with at all. They can't be moved, resized, and the main menu can't be clicked on at all. Pressing ` doesn't open or close it. Does anyone know what to do in this case?
I have finished the stuff I proposed before.Coming back to PSO and seeing this is now possible is noice.
A purely aesthetic question though, is it possible to set a max window size for some addons instead of purely static size?
For example I want this so I can have the background on things which makes it easier to read over transparent window but when there is nothing there or only a few of anything (like with floor drops) I don't just have a blank floating box.
I was gonna try that but after some thinking, the rare monster flag stuff is sent in a list that matches the index of the monster in the script's monster list and I am too lazy to parse all that in Lua.I have a request/suggestion.
Whether the boss is rare or not is determined when the game is created. Meaning, if you free run an area and it has a rare boss, if you do a quest that has the same boss, it will also be rare.
Would you be able or willing to read and display if each boss is rare or not?
Are you saying you can tell if any monster is going to be rare?I was gonna try that but after some thinking, the rare monster flag stuff is sent in a list that matches the index of the monster in the script's monster list and I am too lazy to parse all that in Lua.
Besides, the main reason of the monster reader was to show monster's HP and since I implemented the monster HP bar in Ultima (I gave that to Soda so that's available here too), I will probably not update the monster reader anymore, pull requests are welcome tho.
The rare monsters are defined when you create a room, but the "monster list" is in some file/data split in sections and a bunch of other "complicated" stuff... that's why I don't feel like doing it.Are you saying you can tell if any monster is going to be rare?
AFAIK, the shop list is generated when you talk to the NPC, so this info isn't available when you make a game.What about a reader for shops? That should have similar impact as the drop checker; it just saves you the time from manually going through each thing and lessens the chance of you missing a good item.
Where i can download the dropchecker? Ty