forked from Mechapope/Paramdomizer
-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
request to merge the preset and randomize from backup features #2
Open
Poppyanimal
wants to merge
21
commits into
Meowmaritus:master
Choose a base branch
from
Poppyanimal:master
base: master
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-allow randomizing based on a backup -changed paramdomizer's backup extension to differentiate itself more -feature allows you to randomize new options without restoring from backup manually -this option *can* be turned off for those who want to randomize the same file continously without loading from backup first
…shuffle -Added the ability to toggle individual settings of dont randomize by shuffle -randomize bullets is by default off until I find a way to make more bullets useable
-weighted starting gifts differently -magic based classes will be forced to have at least one attunement slot in their stat sheet so they can cast spells -magic based classes will have their starting spell be no longer than one slot in length -started an attempt at a force bullets to be useable option (does not entirely work yet)
-blacklisted some models from weapon model randomization because they gave weapons no hitbox -also version bump to differentiate from current binary
…of the weapons -was causing weapons to have no hitbox on attack. now bows and crossbows can still have different models without effecting other weapons
…d enemy speffect randomization by default while looking into enemies not dying bug
…l be random based on what is useable, changed checkboxes that were for it into force vanilla gear (still makes starting gear useable)
… it with their current cross/bow this is not an option to turn off, just some logic to prevent bad starts
… gate randomizer compatibility)
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.