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With RoF2: 2-5 levels above the mob, it cons dark blue. 6 levels above, it cons grey. With Titanium: 2-3 levels above the mob, it cons dark blue. 4 levels above, it cons green. Even though, the "con" scale is already different with titanium, by default, (had a discussion on that topic long ago), I usually go through quite vigorous testing and troubleshooting before i even post an issue on these forums. I just wanted to know if anyone had ever encountered it before. It really isn't a big priority to me. But I do appreciate everyone's efforts, thanks. |
Anyone ever figure this out? I'm currently stuck with (on Titanium) the light blue con system when I want the actually classic one (green > dark blue > white), so the reverse of this problem it seems.
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Anything post Titanium and the client manages the cons. I even went as far as writing a full Fake con system to make the client "See" the mobs as a DB when it would normally show a lightblue. It somewhat worked but some respawns and Tracking were very broken with that function and we just decided to use the new con system since it eventually fell into our era.
tl;dr if you want old con, you need to use Titanium |
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eqfolder/uifiles/default/TargetIndicator.ini Without hacking the client thats really gonna be the only option, at least to my knowledge. |
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