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6 réponses à ce sujet

#1
Lucan Silverhand

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Maybe I should have put my other UI question here too... Woops.

Anyway. Would it possible to create new active modes for the mode bar?

#2
BartjeD

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I am interested in this quesiton as well because I've scripted some new magical abilities such as Shadow Magic, Blood Magic, Permanency and Circle Magic which are tested and work but can only be switched on as feats.

It would be neater to have them be selectable as actual modes like other feats. Circle Magic must be used [on] another creature to form a circle with. The rest affect only the person using the feat. (raising or lower spell level for spells, costing HP, various effects by spellschool or changing effect duration and costing XP)

Modifié par BartjeD, 17 juin 2011 - 09:49 .


#3
MasterChanger

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Adding any new modes through feat.2da doesn't seem to be workable. The ToggleMode values map to combatmodes.2da, which is not a properly-formed 2da, really.

However, you could override modebar.xml. You'd want to be careful not to interfere with how the default modes are added, because we don't have access to the scripts those run. You could also create an entirely new UI bar if you have a set of things you want to add as a group.

#4
BartjeD

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Thanks for the reply, I won't look into this any further then because I am completely inproficient in UI scripting and XML intricacies. It's not the neat finish I wanted but dragging feats from your character screen to the hotbar works just fine.

#5
MasterChanger

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If what you want would be a really simple toolbar (opened, for example, by clicking on a feat you drag to your hotbar), make a request and maybe someone can help you. I might be able to consider doing it depending on your timeframe.

You might also want to go through Lance Botelle's GUI tutorial for beginners. It's both informative and approachable, and Lance is great about responding to follow-up questions you might have.

#6
painofdungeoneternal

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It's something i plan on doing, just have not gotten to yet.

#7
The Fred

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Switching things like special types of magic etc on and off can be done relatively easily with a UI. The thing is that these don't really care when they're switched. Actual modes, however, are a different thing. I've been wanted to change Flurry of Blows to use custom monk weapons (seems to be hardcoded) for a while now and it seems the only way to do it is to replace the feat with a new, custom one, but I haven't gotten 'round to opening that particular can of worms just yet.

I was thinking of overriding the mode bar myself but unless you redo all modes, you have issues like what to do when you turn your custom mode on but Power Attack is already on, and what happens if someone turns Power Attack on when your custom mode is already on? Personally I don't see why you can't Power Flurry, but that's just a specific case.