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Turning into a monster and back?

Archived PostArchived Post Posts: 1,156,071 Arc User
edited November 2010 in Controls and Interface
Question re. this. I've got a character at lvl 10, Tox, who's possessed and turns into a toxic feral monster. She'll be a toxic/infernal/feral/maybe claws and/or Ego (?) type of build, and I wanted to split her into 2 slightly different builds, a girl build and monster build, the girl build (Buildset 0, with a girl cozzie) willl be more of a controller, the monster build (Buildset 1 with a beast monster cozzie) will be the heavy hitter with pestilence, toxic breath and some feral bitey slashey powers probably.

I've used Aspect of The Infernal as a "dramatic change" power (it has a hands up invocation animation and an etherial glow that goes "bamf" when the power first comes on :) ) and I've put that power in Slot 13 (as per the FAQ listing), and chosen the 'n' key to activate (AoTI is a "maintain" power, so to change her into a glowing monster I hold down n).

Here's how it works. I adapted the fly/land commands in the FAQ, thus:-

Tox_girl.txt:
n "+PowerTrayExec 13 $$ buildset 1 $$ bind_load_file Tox_monster.txt"

Tox_monster.txt
n "+PowerTrayExec 13 $$ buildset 0 $$ bind_load_file Tox_Girl.txt"

With the "starter" command being:
/bind n "+PowerTrayExec 13 $$ buildset 0 $$ bind_load_file Tox_girl.txt"

Now this works fine, but I was wondering if there's any way of starting it off other than typing that last command into the command line? I'm thinking I could have that in a "Tox_keybinds.txt" file and hit another key to activate that starter command as an alias or something? Dunno, bit fuzzy and not sure, any help appreciated! I just want to not have to type that damned string in every time I start playing Tox! :D

TIA

P.S. If anybody has any build advice about how to create the type of character I'm after, any help on that would also be greatly appreciated. I'm still puzzling it out atm - at lvl 10 I just have toxic breath, aspect of infernal, regen and acrobatics atm.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    absolutely no advice here but super cool concept. been toying with the idea of toons that have different powers in different forms. super cool. i like.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    Maybe I'm oversimplifying it, but why are you bothering with typing in that command line? If you just do a /bind_load_file Tox_monster.txt, doesn't that initialize it for you?

    I also am working on two different 'shifter' builds right now. A growth/shrink character who when using the 'growth' build has access to enrage/mini-drive, unstoppable and the tallest toon I could create, and when using the 'shrink' build is set to the smallest toon I could make but with Invulnerability and other defensive powers to represent his super-density.

    The other character is a shaman who morphs into were-creatures, so a combo of Magic powers and Feral.

    Both of them are quite fun, even though neither is high enough to really have filled out builds of any kind.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    gurugeorge wrote:
    Now this works fine, but I was wondering if there's any way of starting it off other than typing that last command into the command line? I'm thinking I could have that in a "Tox_keybinds.txt" file and hit another key to activate that starter command as an alias or something? Dunno, bit fuzzy and not sure, any help appreciated! I just want to not have to type that damned string in every time I start playing Tox!

    Bind commands should persist across play sessions, so you should only have to type that starter command once ever. Have you tested this?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    I have a character that's a shapeshifter, and I use multiple binds that activate teleport, switch my costume, build, and power color, then deactivate teleport to accomplish this. I've also seen people use force eruption to cover the costume change. I don't muck around with loading various text files, I just use different keys bound to the functions. You could also use the same key, then the key combined with shift, ctrl, or alt to accomplish this...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    oddTodd wrote:
    Bind commands should persist across play sessions, so you should only have to type that starter command once ever. Have you tested this?

    Not yet, I thought you had to type it in each session so I have been doing - but good to know that it should "stick". Thanks!

    It's pretty awesome to have my character raise her hands in invocation then go "bamf" and turn into a monster with a green glow :D

    The thing I've found that makes using builds for this a bit tricky though is of course the longish cooldown on builds in combat (doh!). Slightly annoying that (from the point of view of this changeling idea, of course it makes sense for gameplay).

    Although it occurred to me when reading the forums last night that it might be possible to actually just switch a few main powers plus the effect plus costume with a keypress? IIRC you can activate two powers with one keypress?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    Changing the powers is possible without changing the build - you basically use the "power_slot" command in conjunction with the power's unique ID number. Basically, go to the webpage about the specific character you want to work on, view its source, and search for the power name you want to slot. There should be a 4-5 digit number associated with that power - that's the number you need.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    biostem wrote:
    Changing the powers is possible without changing the build - you basically use the "power_slot" command in conjunction with the power's unique ID number. Basically, go to the webpage about the specific character you want to work on, view its source, and search for the power name you want to slot. There should be a 4-5 digit number associated with that power - that's the number you need.

    Thanks very much!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    Also note that these ID #'s are different for each character.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2010
    biostem wrote:
    Also note that these ID #'s are different for each character.

    And that they change whenever you retcon or add advantages to a power.
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