Temporary weapon adornments

Kannkor

Ogre
I believe I can make temporary weapon adornments work within Ogrebot.

How would people like these implemented?

Things I'm looking for are options/how you do it. I personally have never used them.

If it runs out in combat, would you want it re-applied in combat? Or after combat?

Depending on the answer above, should this happen before the Cast stack, or after it? (If after it, realistically it's not happening in combat). Unlikely you will be able to add it TO the cast stack. May be an option, I'd need to investigate.

I'd probably make a tab, temp adorns, and it would have a list of any items (from the items tab), and you could specify which to use on which weapon etc.

I'll probably work on this in the next few days, so feedback prior is greatly preferred, because if I finish it all, then someone gives me feedback that requires me to change the entire thing, it may not happen... :)
 
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Tantroth

Well-Known Member
Re: Temporany weapon adornments

I would use them, but I also have so many of the globes to make them I can singlehandedly source the whole guild with them. Normally if I remember I just cast them when I log in, since they last 4 hours. The loyalty ones only last an hour if I remember correctly, so I only tend to use those for raids.
 

Cheesy

Well-Known Member
Out of combat, able to be set as a buff (Combat or Non Combat) in cast stack.

Also can we make EV Charm do the same? I always forget that.
 

Kannkor

Ogre
Out of combat, able to be set as a buff (Combat or Non Combat) in cast stack.

Also can we make EV Charm do the same? I always forget that.
EV Charm is already possible. You just need to add it to the itemeffectpairing.xml file. I'll make a post about it in another thread. (If I forgot, feel free to make a post and I'll respond).

More than likely it will NOT be part of the cast stack, it's just too different.
 

Kannkor

Ogre
This is temporarily on hold until SOE adds a way to ignore the worthless adornment selector window. Since that is coming "soon"...
I have most of the code to make this work already done.
 

popo

Active Member
This is temporarily on hold until SOE adds a way to ignore the worthless adornment selector window. Since that is coming "soon"...
I have most of the code to make this work already done.
"Worthless" I agree. The selector window automatically chooses the correct weapon each time. Any chance you can proceed knowing that all you need to do is select "ok"? Easy for me to say...No clue what y'all do to program this stuff. But I do appreciate it!
 

Kannkor

Ogre
"Worthless" I agree. The selector window automatically chooses the correct weapon each time. Any chance you can proceed knowing that all you need to do is select "ok"? Easy for me to say...No clue what y'all do to program this stuff. But I do appreciate it!
If someone can find the correct XML for it I can do that. When I looked previously (admittly not very long), I couldn't find it, as I believe it's just a generic window and Ama would need to provide special support for it. With them making an option to bypass it, I just stopped looking into it.
 

Kannkor

Ogre
I'm postponing this until a later date. It's a bit bigger task than I want at the moment with new UI elements, and how the items work vs other items. I'll revisit it after the xpac.
 
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