he is prob trying to figure out the best way to integrate it into the xShop mod, give him time
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I already implemented ability queue, just havn't released it yet.
and oh yea, as said on irc: it doesn't wait for stuff that can be bought @ the outpost.
for example: scarab, marchers, punch dagger, these were all bought instantly when I had the gold.
(I suppose you're not checking whether I'm really in the long lane and actually somewhat close the outpost )
- More tooltips
- Hotkeys added for quickslots
- The item queue can be disabled in the mod's options
- Ability queue added, it must be enabled it in the mod's options
- Item are no longer auto purchased if your inventory is full and you are by the outpost
Were the items grayscale with red text when you added them to the queue?
for example, this will NOT bind the item to the outpost:
this won't work either:
this is the ONLY button that will bind this item to the outpost (notice that the item is grayscale with red text in the queue):
GREAT WORK! As always...
- add a button to turn on/off ability queuing. (after the first minutes usually you will not need it anymore and it will just use up space).
- make guide list wider (some of the names are truncated).
Last edited by krs; 07-07-2011 at 03:32 AM.
Yay! For ability queues~ :3
Just wondering if it's possible for you to change the steam boots recipe so if I buy my steam boots from the quick slots (for example), while standing at the outpost, the bolstering armband is bought in the base (instead of the corresponding int item which also ends up in steam boots).
How can I check the in-game guide with your mod? BTW, thank you xHomicide, will you continue xstats after s2 fix the xml site?
Awesome mod, an option to switch left and right mouse button actions would be sweet!
Last edited by MahdSkillz; 07-07-2011 at 04:08 PM.