Category: News

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All Mounts and How To Get Them in The First Descendant

This is a work in progress page. All The First Descendant Mounts/Vehicles will be added to this list. To match the scale of the new zone, The First Descendant is adding mountable traversal vehicles, giving players a faster and more fluid way to navigate vast environments. These mounts are expected to play a key role […]
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Nier: Automata Collab Brings New Skins to The First Descendant

The first-ever Official Crossover with Nier: Automata was announced for The First Descendant Season 3 “Breakthrough”. NEXON has just dropped a major announcement that’s bound to excite fans of both sci-fi shooters and existential androids alike. The First Descendant, the fast-paced cooperative looter-shooter, is officially crossing over with the critically acclaimed action RPG NieR: Automata in […]
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The First Descendant Nell Build & Best Loadout

Welcome to The First Descendant Nell Build Guide for Season 3. This is a template, work in progress. Table of Contents for the Nell Build: How to play Nell: A Deep Dive Nell Builds Overview Nell Farming Build Nell Dungeon/Void Erosion Purge Build Nell Bossing Build Nell Budget Build Ultimate Nell Build: N/A Nell Equipment Overview […]
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The First Descendant Season 3 “Breakthrough” Mega Update

Everything You Need to Know About Nexon’s Upcoming Season 3 BREAKTHROUGH. The highly anticipated The First Descendant Season 3, dubbed the “Breakthrough” Mega Update, is shaping up to be the most ambitious content drop yet for Nexon’s free-to-play looter shooter. With a strong emphasis on community feedback, improved balance, and fresh co-op content, Season 3 […]
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LibConsoleDialogs (1.0.0)

For console addon developers only.DependenciesLibHarvensAddonSettingsDescriptionThis library helps with two challenges creating UI for consoles:Creating own dialogs (aka scenes).Adding functionality to built-in dialogs without knowing which other addon already using the limited keybinds.On PC you can create additional elements like buttons, context menus and so on to avoid conflict with other addons. But console does not have a mouse pointer.You also can not create new keybindings letting the user assign one out of hundred keys to it. There is no keyboard.The console UI is very much based on the key-strip and parametric scroll lists.This library helps creating simple settings-like dialogs/scenes quicker. Reusing the controls of LibHarvensAddonSettings and thereby reducing the number of controls created. This is saving memory, which is limited to 100MB for consoles.Technically the dialogs are settings not shown in the addon list.For a description of how to create the dialog controls look at LibHarvensAddonSettings.API:local dialog = LibConsoleDialogs:Create(title)Creates and returns a new dialog instance.Use dialog:AddSetting(option) or dialog:AddSettings(options). See LibHarvensAddonSettings for details.Use dialog:Select() or dialog:Show() to activate the dialog.LibConsoleDialogs:RegisterKeybind(sceneOrName, buttonInfo)Registers a keybind to the given scene. The actual used key is assign on demand.sceneOrName can be a scene object or a string with the name of an existing scene.buttonInfo ={name = number, string or function, alignment = KEYBIND_STRIP_ALIGN_CENTER/LEFT/RIGHT, tooltip = number, string or function,callback = function(buttonInfo) end,visible = boolean or function,order = number — Order on screen depends on the alignment. }LibConsoleDialogs:Close()Closes the keybind overflow dialog, if open. Use this, if you want to auto go back. If not, the user has to click the back button.You can call this function even if your keybind was activated directly. Example:local settings = LibConsoleDialogs:Create(“Dialog A”) — The title. Does not need to be unique.–]local checked = false–Define checkbox tablelocal checkbox = {type = LibHarvensAddonSettings.ST_CHECKBOX, –setting typelabel = “Example Checkbox”, –label texttooltip = “This is an example checkbox”, –tooltip text (optional)default = false, –default value, only used when options.allowDefaults == true (optional)setFunction = function(state) –this function is called when the setting is changedchecked = stateend,getFunction = function()–this function is called to set initial state of the checkboxreturn checkedend,disable = function()return areSettingsDisabledend –when options.allowRefresh == true, this function will be called when any other setting is changed (optional)}–Add the checkbox to your “container”settings:AddSetting(checkbox)–And that’s is everything, below are other controls examples–]local sliderVal = 5local slider = {type = LibHarvensAddonSettings.ST_SLIDER,label = “Example Slider”,tooltip = “This is an example slider”,setFunction = function(value)sliderVal = valueend,getFunction = function()return sliderValend,default = 5,min = 1,max = 10,step = 1,unit = “s”, –optional unitformat = “%d”, –value formatdisable = function()return areSettingsDisabledend}settings:AddSetting(slider)–]local button = {type = LibHarvensAddonSettings.ST_BUTTON,label = “Example Button”,tooltip = “This is an example button”,buttonText = “Click me!”,clickHandler = function(control, button)d(“Click”)end,disable = function()return areSettingsDisabledend}settings:AddSetting(button)–]local editValue = “Hello”local edit = {type = LibHarvensAddonSettings.ST_EDIT,label = “Example Edit”,tooltip = “This is an example edit”,default = “Hello”,setFunction = function(value)editValue = valueend,getFunction = function()return editValueend,disable = function()return areSettingsDisabledend}settings:AddSetting(edit)local TEST_DIALOG_A = settingslocal settings = LibConsoleDialogs:Create(“Dialog B”)–]local selectedText = “Item 4″local dropdown = {type = LibHarvensAddonSettings.ST_DROPDOWN,label = “Example Dropdown”,tooltip = “This is an example dropdown”,setFunction = function(combobox, name, item)d(“Selected item: ” .. name .. “, data: ” .. tostring(item.data))selectedText = nameend,getFunction = function()return selectedTextend,default = “Item 4”,items = {{name = “Item 1”,data = 1},{name = “Item 2”,data = “Some string”},{name = “Item 3”,data = true},{name = “Item 4”,data = {value = 10}}},disable = function()return areSettingsDisabledend}settings:AddSetting(dropdown)–]local label = {type = LibHarvensAddonSettings.ST_LABEL,label = “Example LabelnMultiline! |cff0000and colors|r”}settings:AddSetting(label)–]local section = {type = LibHarvensAddonSettings.ST_SECTION,label = “Example Section”}settings:AddSetting(section)–]local colorR = 0.3local colorG = 0.6local colorB = 0.2local colorA = 1.0local color = {type = LibHarvensAddonSettings.ST_COLOR,label = “Example Color”,tooltip = “This is an example color”,setFunction = function(…) –newR, newG, newB, newAcolorR, colorG, colorB, colorA = …end,default = {0.3, 0.6, 0.2, 1.0},getFunction = function()return colorR, colorG, colorB, colorAend,disable = function()return areSettingsDisabledend}settings:AddSetting(color)local disableAll = {type = LibHarvensAddonSettings.ST_CHECKBOX,label = “Disable All”,tooltip = “This will disable all other settings”,default = false,setFunction = function(state)areSettingsDisabled = stateend,getFunction = function()return areSettingsDisabledend}settings:AddSetting(disableAll)local TEST_DIALOG_B = settings– Adding the dialog to the journal.LibConsoleDialogs:RegisterKeybind(GAMEPAD_QUEST_JOURNAL_ROOT_SCENE,{name = “Option 1”,tooltip = “Brief description of option 1”, — optionalalignment = KEYBIND_STRIP_ALIGN_CENTER,callback = function(buttonInfo) — Do your stuff here, eg.TEST_DIALOG_A:Show() — You can use SCENE_MANAGER:ShowScene(yourScene) for more complex UIend,visible = true,order = 100})LibConsoleDialogs:RegisterKeybind(GAMEPAD_QUEST_JOURNAL_ROOT_SCENE,{name = “Option 2”,callback = function(buttonInfo)TEST_DIALOG_B:Show()end,visible = true,order = 101})As you can see, most of the code is for the dialog logic. And not all the code you need to do before, without this library.May this is all you need already. May it is a kickstart for your own console UI.

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Block Item Usage (1.1)

Don’t want to use items on your storage toon?Is it a guild auction account?If for whatever reason you don’t want to use any items, ever, this addon is for you!It will block you from using items on an account or character. You can toggle it on in the settings menu.

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Revenant Build Guide – Elden Ring: Nightreign

Welcome to our Revenant Build Guide for Elden Ring: Nightreign. This guide explains how to play as a Revenant in Nightreign, and provides tips and a general direction for building him. Due to the RNG nature of loot and buffs in each run of Nightreign, we won’t provide a precise blueprint. Instead, we’ll explain the […]
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Ironeye Build Guide – Elden Ring: Nightreign

Welcome to our Ironeye Build Guide for Elden Ring: Nightreign. This guide explains how to play as an Ironeye in Nightreign, and provides tips and a general direction for building him. Due to the RNG nature of loot and buffs in each run of Nightreign, we won’t provide a precise blueprint. Instead, we’ll explain the […]
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Raider Build Guide – Elden Ring: Nightreign

Welcome to our Raider Build Guide for Elden Ring: Nightreign. This guide explains how to play as a Raider in Nightreign, and provides tips and a general direction for building him. Due to the RNG nature of loot and buffs in each run of Nightreign, we won’t provide a precise blueprint. Instead, we’ll explain the […]
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Executor Build Guide – Elden Ring: Nightreign

Welcome to our Executor Build Guide for Elden Ring: Nightreign. This guide explains how to play as an Executor in Nightreign, and provides tips and a general direction for building him. Due to the RNG nature of loot and buffs in each run of Nightreign, we won’t provide a precise blueprint. Instead, we’ll explain the […]
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