https://t.co/s9omfcs7Ci
Here is a preview for the "Wrath of the Heavens" trio from the new ultimate. As always, I'll need to tweak the timings (and to confirm the targeting behavior as well) during testing.
https://t.co/lXEh55uIoU
Here is a preview of a Nidhogg simulator, for the debuff portion of the phase. Still need to tweak the timings and a couple numbers, but all the mechanics are there!
#FFXIV
@gnosticJade Right now, waymarks can be coded into the mechanic files, or you can directly draw waymarks on the arena floor images.
At this point I don't have any plans on adding a waymark system, but that can be a feature in the future if there is a lot of interest!
Some of the feedback I received during regarding the Limit Cut simulator was that the Hawk Blasters were "too accurate." So I've purposely delayed the visuals by 1 second so that now you can safely walk into them before they appear!
As part of my documentation on how to create mechanics, I have been making simple examples demonstrating the use of various features in the simulator. Here's a short demo of the teleport mechanic featured in E7S!
I have just open sourced all the scripts that I have written to generate the mechanic files for my simulator.
If you know a bit of C#, you can now look at those scripts as some basic examples of how to write your own mechanics.
https://t.co/NAwOfd2Qqt
I've finished adding the enemy list in the latest version, so people who are using the UCoB adds phase demo can now see "Twister" casts when they have Nael targeted.