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Character Creation UI


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6 réponses à ce sujet

#1
Lucan Silverhand

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Is it possible to get in among the creation stages and add another one/edit existing ones? I've looked among the xml codes and there appears to be many different ones (for base, x1, x2) but I'm not sure which ones need to be edited to include another section. Most of them are fairly easy to read. I tried removing/replacing some to get the general gist of which ones do what, but taking out say, the deities character creation xml removes it from the selection, but there is still a script somewhere trying to call the gui and not finding it, which causes the game to just freeze. So I suppose my question is: where is the script from which the individual character creation guis are called from?

I'm new to dabbling in this area so please bear with me.

I am already reading Lance's useful UI tutorial, but at the moment I'm just interested in understanding how the character creation UI works. Any assistance is appreciated.

Modifié par Lucan Silverhand, 10 juin 2011 - 07:20 .


#2
painofdungeoneternal

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Everyone is really new to this area.

Not on creation, you can however do one post levelup. UI scripts don't work until the character is first created as that is when the player object first becomes valid, prior to that you have to rely on purely xml and 2da changes to get what you want to have show up. After this you can execute scripts.

You can adjust things after creation as you can then do UI scripts.

I would suggest looking for the enhanced level up on the vault by 0100010 and perhaps talking to him on IRC. This is entirely script driven and basically what you are looking for.

#3
Lucan Silverhand

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Thanks, I might try rigging something up post Character Creation.

#4
Lucan Silverhand

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What about adding to the levelup process? Is it impossible to create an extra stage because the information for what stage is called when is found elsewhere, and can not be edited by us?

If it's not possible, I'm going to have to rig something up with a screen on mod enter.

What I'm trying to do is add regional choices to the game. I wanted it to display as an extra propery much like 'class' or 'race'. Unfortunately the more I look into it the less possible it looks like it is to do it.

#5
painofdungeoneternal

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Not really sure what about what you are saying is different.

The UI functions you need to do things won't work, as they need a valid player object to work which won't work until you finish leveling up and enter the module. Yes like i said you do it post levelup like you are suggesting.

Review the enhanced level up by 0100010 on the vault. You should be able to use that as a starting point regardless. It basically is a demonstration and showcase of how you can mod the level up process.

The other option is to use the current "background" feats ( farmer, bully, etc ), and repurpose them - they are not really adding much value as is.

#6
CID-78

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You should beable to do levelup because you have a valid player object at that time. which you don't have during character generation. however like painofdungeoneternal says:

I think the backgrounds feat is the best option for regional choices, such as hometown.

It's the easiest way of making what you need and you don't even have to mess with the GUI.

#7
0100010

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You can alter the character creation XML but there are, as metioned, limitations upon how you can make use of script callbacks. Mainly is is that the OBJECT_SELF in a gui script callback, (which is normally the player in question), is invalid during a character creation becase the character has not been created yet.   You can however alter the XML itself to change the look and layout and you can call gui callbacks which are "one way only" such as to record selections made and record it as variables on the module, for SP this if fine but for MP you will not know what character invoked this. You just can't make use of object self to dynamically alter the GUI during runtime via script callbacks at character creation.

You can skip screens during character creation by adding a callbacl to the OnAdd  for that screen and making it execute the function called during the OnLeftClick of the Next button. (this skipping the screen forward immediatly wihen it loads)

I concor that editing or making new custom background feats is the way to go.

Modifié par 0100010, 13 juin 2011 - 01:15 .