limitingspell selection upon level-up
#1
Posté 13 août 2010 - 02:15
#2
Posté 13 août 2010 - 04:47
#3
Posté 13 août 2010 - 11:23
#4
Posté 13 août 2010 - 11:34
Modifié par Shallina, 13 août 2010 - 11:34 .
#5
Posté 14 août 2010 - 12:29
#6
Posté 14 août 2010 - 08:21
Orion7486 wrote...
Take a look at row 0 in cls_spgn_wiz. From the look of it, it says when one becomes a 1st level wizard, he gets spells in two levels. 3 in level 0, 1 in first level. If you change the 3 in SpellLevel0 column to 0, then a 1st level wizard should have no spells gained in spell level 0.
I think this 2da mentioned is how many spells/level the wizard can have not how many they receive on level up.
If I understand the OP correctly we are looking for a way to stop casters from being able to choose new spells when they level up. This forces them to have to find, or trade them to gain new spells.
#7
Posté 14 août 2010 - 08:59
Quilistan wrote...
If I understand the OP correctly we are looking for a way to stop casters from being able to choose new spells when they level up. This forces them to have to find, or trade them to gain new spells.
If that's the case, it may take some GUI/XML editing to get it to bypass the spell selection screen. I'd start with taking a look at the "levelup_class" and "levelup_spells" series of files.
#8
Posté 14 août 2010 - 11:06
Quilistan wrote...
I think this 2da mentioned is how many spells/level the wizard can have not how many they receive on level up.
If I understand the OP correctly we are looking for a way to stop casters from being able to choose new spells when they level up. This forces them to have to find, or trade them to gain new spells.
That's right.
I'm afraid XML coding is beyond my knowledge at this point, I'll read the Lance Botelle GUI tutorial and see what I can do. Just from browsing through the levelup_spells, could I bypass the whole selection process from simply deleting <!-- Added Spells Pane --> through <UIListbox name="AVAILABLE_SPELL_LIST"? Something tells me it can't be that easy. I'll do some trial and terror with a custom "levelup_spells" and see what happens.
#9
Posté 15 août 2010 - 05:39
#10
Posté 15 août 2010 - 06:54
#11
Posté 15 août 2010 - 08:19
<UIPane name="CHARGEN_BUTTONS" x=ALIGN_RIGHT y=723 width=520 height=45 >
<UIButton name="CHOICE_RECOMMEND" strref="113764" x="168" y="0" style="STYLE_MENU_BUTTON_SML"
OnLeftClick=UIButton_Input_CharGenRecommend("LEVELUP","CHARGEN_SPELLS") ></UIButton>
<UIButton name="CHOICE_NEXT" strref="113752" x="336" y="0" style="STYLE_MENU_BUTTON_SML"
OnLeftClick=UIButton_Input_CharGenCommit("LEVELUP","CHARGEN_SPELLS")
update="true" OnUpdate=UIButton_OnUpdate_CheckCharGenStage("LEVELUP","CHARGEN_SPELLS") ></UIButton>
I'm assuming the 'update="true"' is checking to make sure the spell selections are made before allowing the user to click the "next" button. I just don't know how to re-write it.
#12
Posté 15 août 2010 - 10:10
I started to look at this and was going to give a suggestion, but then recognised that it was more involved than I first thought.
There may even be a way to force the "NEXT" button to enable from a module script (in a heartbeat?) if the XML script was made accessible with scriptloadable=true in the UIScene, but I don't know how deep the checks go with this XML script. It may be checking every frame and force the NEXT button back to enabled before the player would even see it!
Another angle I would look at is checking which button (and XML script) brought me to the spells listing in the first place and consider looking at that XML script. There may be a way to jump to the next XML script by recoding the button to skip that section.
Lastly, there may even be something on the Vault that has already done something like this. I was going to check, but I cannot access the site at the moment.
If I get more time to look at this, I will and let you know. I'll also be keeping an eye on your own findings.
Lance.
Modifié par Lance Botelle, 15 août 2010 - 10:10 .
#13
Posté 16 août 2010 - 08:02
update="true" OnUpdate=UIButton_OnUpdate_CheckCharGenStage("LEVELUP","CHARGEN_SPELLS") ></UIButton>
to:
update="false" OnUpdate=UIButton_OnUpdate_CheckCharGenStage("LEVELUP","CHARGEN_SPELLS") ></UIButton>
Now the user can click "next" without selecting spells. Then I just "hide" the spell selection panel by situating the coordinates to the edge of the bottom of the screen. Now all I have to do is figure out how to get rid of those initial level-0 spells. Shallina, you were mentioning doing this with scripting. I assume I could use "SetSpellKnown" upon Module Load?





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