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Quick Bar scripts?


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9 réponses à ce sujet

#1
El Condoro

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Is there are way to force an item straight onto a player's Quick Bar through scripting? i.e. The player clicks on the bag to pick up the item and, as well as going into the inventory, the item is placed into the next available Quick Bar slot.

#2
Guest_Chaos Wielder_*

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I don't believe there is one. A scripting guru probably knows more than I do, but I cannot recall ever seeing a function with that ability...unfortunately.

#3
The Fred

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The problem is that you'd have to do it through the GUI and scripting functions which do GUI stuff are kind of limited. Often when you want to do GUI stuff you have to make weird combinations of GUI callbacks and scripting functions just to make what you want to happen happen. AFAIK there's no way to do this, but it might be possible if you can change the embedded data in the quick bar object... I don't know if that's even how the quick bar works, though, unfortunately, and documentation on GUI is pretty scarce. :-(

#4
painofdungeoneternal

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No way to really do this i know of, or that is known in the community. Does not mean someone who just focuses on this can't make it happen, but the hotbar is not an actualy "item" to begin with and instead more of a set of items. There are a lot of hidden and undocumented variables in hotbar items that would have to be recreated as well. Just not enough UI scripting functions and callbacks which would make this something we can do.

#5
El Condoro

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OK, thanks. It's possible just to use the normal inventory screen but it takes up more screen real estate than ideal. Cheers

#6
The Fred

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You ought to be able to make a custom, fake bar with just the item(s) of your choice on it, though. I'm not sure quite how you'd do it, but I think there are probably enough callbacks and script functions to handle it.

#7
painofdungeoneternal

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The term for that is more like adding custom icons, which you can hide or show as desired. I implemented counterspelling, autofollow, and autobuff on the side of my hotbar to do the exact same thing. They work just like the 3 buttons to select view mode on the hotbar now.



It won't work as well as hotbar icons which the player can move, remove, and add as desired.



I am thinking of adding a new ui feature which stores special abilities ( the moment i get how to determine special abilities in a reasonable manner of course based on my current AI work ) and this might be something that can dove tail with that.



I am looking at this being used by DM's possessing a dragon, or players polymorphing into a dragon to allow them to use the dragons special abilities like wing buffet, breath weapon and the like. Once that is done it would be a good place to store special abilities as desired by the module maker ( configured by vars on the creature you are controlling ).

#8
MasterChanger

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Two quick notes:

1) To El Condoro (*MC tries to look askance at the final "o" in the name but has a hard time maintaining the expression while Andean pipes play in his head*):

If you want examples of custom bars for custom abilities, I highly recommend checking out Drammel's Tome of Battle. He uses persistent feats to display a GUI if it isn't already shown. It works pretty darn well: I've only had a problem with this once even when playing with companions, and I was able to repair the issue.

2) To pain: I was pleased to find that it seems that using Skywing's Client Extension with the DM client helps with special abilities. When I possessed a dragon with some breath attacks, the quickbar was automatically populated with those special abilities (no idea how Skywing managed that).

Now, for the player side, I definitely agree that adding a special ability/special feat GUI for  polymorphing would be fantastic. I know Kaedrin was working on that at one point. (Aha! Go my Google-fu!). Haven't heard much about that project recently, but someone could ask him.

#9
painofdungeoneternal

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2) To pain: I was pleased to find that it seems that using Skywing's Client Extension with the DM client helps with special abilities. When I possessed a dragon with some breath attacks, the quickbar was automatically populated with those special abilities (no idea how Skywing managed that).


I requested that actually, however the buttons do not work usually - he lists the abilities and their codes so you can activate via chat. ( unless he's got it working better than it was when i first tested it )

Skywing does a lot of great things for the community, i am still surprised at how few use his client fixer, it really improves things all around. This is something where he tried to get it fully working but still needs something done via UI.

#10
MasterChanger

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painofdungeoneternal wrote...

2) To pain: I was pleased to find that it seems that using Skywing's Client Extension with the DM client helps with special abilities. When I possessed a dragon with some breath attacks, the quickbar was automatically populated with those special abilities (no idea how Skywing managed that).


I requested that actually, however the buttons do not work usually - he lists the abilities and their codes so you can activate via chat. ( unless he's got it working better than it was when i first tested it )

Skywing does a lot of great things for the community, i am still surprised at how few use his client fixer, it really improves things all around. This is something where he tried to get it fully working but still needs something done via UI.


Ah, gotcha. No, I think it's the same as when you tried it: the only time I saw this was when possessing a dragon that had already used its breath abilities, so the icons were grayed out. It is still helpful to see what special abilties are available in that form, as you say.

Or maybe they were assigned to 0 uses intentionally, so that they could show on the bar (as Active feats) but not be usable.

Modifié par MasterChanger, 05 novembre 2010 - 08:23 .