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Post by iberion on Sept 9, 2015 19:19:55 GMT
At the current state you have to specify the exact amount of paragon points you want to put in an certain attribute. At my first try I thought I can specify -1 at a primary attribute, but that didn't worked that way. I had to specify the exact amount of points and if I reach a new paragon level I have to set the points up again.
I think you have the possibility to read out the paragon level of the player. With that information it's not difficult to calculate the amount of points he can spend. Now we need the possibility to order the attributes to make it possible to say: 50 Primary Resource, 28 Movementspeed, -1 Primary Resource. Because without ordering, the script would put every point in primary resource first.
Another example for offense: I want to spend my points first in cooldown, then crit damage, crit chance and after that attack speed. With each new paragon level I have to configurate the script by myself and I think it's faster to spend the points by myself and don't use the script.
Without these changes the scripts are only good for using Shi Mizu's Haori, but I don't know if it's worth it without trials.
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Post by R3peat on Sept 9, 2015 19:24:39 GMT
it was originaly designed cause of the Shi Mizu in the last Era but there are some rly good points think i should refactor this entirely could make this work with the SkillEditor aswell xD when u could select the ParagonPointSetup in the SkillPower dropdown and assign it a Player_OnParagonUp D3Helper could then automaticaly spend the extra point right after a lvl up but the user still could trigger it via Hotkey
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Post by iberion on Sept 9, 2015 19:37:02 GMT
That sounds really great! But you need to do that in town, it could be really annoying to spend the points in combat, even if the script works very fast.
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Post by R3peat on Sept 9, 2015 20:33:39 GMT
so Conditions Player_OnParagonUp && Player_IsInTown ??
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Post by iberion on Sept 13, 2015 12:48:23 GMT
why not I hope this is next on your list
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Post by R3peat on Sept 13, 2015 13:04:11 GMT
its alrdy on TODO .
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Post by iberion on Sept 22, 2015 15:02:17 GMT
Another aspect of this: It would be nice to take the movementspeed on the gear into account, because the 25% are mandatory.
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Post by R3peat on Sept 22, 2015 16:01:49 GMT
allright more ideas ?
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Post by iberion on Sept 23, 2015 11:38:18 GMT
If you're using broken promisses you don't want to have critchance with your paragon points, but that's a really special condition and I don't know if we should add this and similar rules to the feature.
Another thing: if you want to spend the points automatically after levelup, which definition would be taken, if there are 4 definitions? should be set up per character but currently the settings aren't character specific.
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Post by R3peat on Oct 5, 2015 18:01:54 GMT
i rly cant push me right now to refactor this nor to just brainstorm about ^^ duno
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Post by iberion on Oct 5, 2015 18:05:28 GMT
You make me really sad
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Post by R3peat on Oct 5, 2015 18:30:49 GMT
xD
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Post by R3peat on Oct 14, 2015 17:18:56 GMT
allright lets start brainstorm again
the new paragonpoint system should automaticaly spent points based on the given setup pressed with predefined values ?
and it should be possible to set "max dat shit" for one property in the main tab ?
for example after a plvl up, u press the hotkey and it spents that in the "endless" property in the maintab (vit or mainstat), and it will not reset and spent all again when the other values == defined values =?
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Post by iberion on Oct 14, 2015 20:21:44 GMT
everything right but the points in movement speed needs to be spend according to MS on gear. maybe an extra value for that.
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Post by R3peat on Oct 14, 2015 20:52:08 GMT
mhh ok so lets say when a value is set to -1 it will pump it up to max if its main tab and if its mainstat or vit
if MS is set to -1 it will pump it up till 25% reached according to MS on gear
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