Pretty-much complete

Monk
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kjLotus
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Re: Pretty-much complete

Post by kjLotus » Wed Jun 05, 2013 9:34 am

bluekirby0 wrote:no, that sounds like a fail in the merit code...is this still an issue?
no, i fixed your blunder ;)

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Re: Pretty-much complete

Post by bluekirby0 » Wed Jun 05, 2013 8:01 pm

I put up the original mantra script but someone basically rewrote it after me :P

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kjLotus
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Re: Pretty-much complete

Post by kjLotus » Wed Jun 05, 2013 8:04 pm

bluekirby0 wrote:I put up the original mantra script but someone basically rewrote it after me :P
i know, i saw the log on it

the error was on your part ;)

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Re: Pretty-much complete

Post by bluekirby0 » Wed Jun 05, 2013 9:38 pm

Slander!

Froofles
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Re: Pretty-much complete

Post by Froofles » Sat Aug 03, 2013 1:03 pm

Fairly minor but bothers me nonetheless. The counter animation doesn't seem to exist, currently you appear to take a hit even when a counter procs, where it should be a miss combined with a swing back at the mob.

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kjLotus
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Re: Pretty-much complete

Post by kjLotus » Sat Aug 03, 2013 1:52 pm

Froofles wrote:Fairly minor but bothers me nonetheless. The counter animation doesn't seem to exist, currently you appear to take a hit even when a counter procs, where it should be a miss combined with a swing back at the mob.
blasphemy! i remember testing that when i changed the action packet


ill test it again to make sure

bacardi
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Re: Pretty-much complete

Post by bacardi » Sat Aug 03, 2013 4:34 pm

ya a few days ago, the animation for counter didn't work, just same for getting hit but the log does show a counter proc

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Re: Pretty-much complete

Post by bacardi » Mon Aug 05, 2013 7:51 am

Well I just tested this again on revision 3928, counter animation does work, and so does the guard one, cheers-

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kjLotus
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Re: Pretty-much complete

Post by kjLotus » Mon Aug 05, 2013 1:10 pm

bacardi wrote:Well I just tested this again on revision 3928, counter animation does work, and so does the guard one, cheers-
hurray! i didn't even do anything!

Dunador
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Re: Pretty-much complete

Post by Dunador » Tue Aug 06, 2013 7:11 pm

Howdy. So I've found that when using Hundred Fists, instead of gaining usual TP-per swing, I only gain 1 TP per swing, or 2 a round. I figure this has something to do with TP and delay calculation, but Im not familiar with the code enough to make that call ^^' Also, first post, yay!

Wasn't sure if it had been posted, so I wanted to....

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