Squall8 wrote: ↑Sat Sep 22, 2018 4:52 am
Correct me if I'm wrong, but only Items Buffs show on the overlay, not so much with the HH/Orchestra buffs.
Correct. I specifically made it to work with items only right now, because the HH/Orchestra buffs have their own icons (which blink when they're close to expiring) and can be acquired even if neither you nor your palico has a HH/Orchestra equipped (not much you can do about re-applying them).
...And there's a LOT of those buffs too.
Although, the only update needed to put those in is to just add properly formatted entries into the "BuffPointerTable" in the lua script.
Well, technically. The script is capable of creating new labels if there's more buff entries than it can handle, but if you save the Cheat Table while the new labels are there, the entire Cheat Table becomes non-loadable until you delete the BuffTimerOverlay form.
Lord Blade wrote: ↑Sat Sep 22, 2018 5:13 am
Ah, so the size thing just edits our guild card. Doesn't let us actually face a large/small monster then.
No no, you do get to fight it.
The size mod is a multiplier that is applied to the actual monster that you fight.
The "apply to GC" option makes it so the x100 integer value that gets written in the GC when you beat the thing is updated to match the multiplier you set.
Keep in mind that the legit size for monsters is within the 25~180%(0.25~1.8 multiplier) range.
Anything above or below, people will be able to notice.
bliseer wrote: ↑Sat Sep 22, 2018 5:22 am
this time don't work overlay target health[Berserk Knight's Scripts]
Too many complaints about it being in the way and generally annoying when the user doesn't intend to use it.
Which was a totally valid complaint, one that I absolutely agree on.
Now you need to go to "Table - HealthBarOverlay - Restore and Show" to manually activate the overlay.
Still needs CE's Lua Script and my Target Health entry active.