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Party Bar buff limit


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#1
RedRover72

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I'm sure this has been asked somewhere before, but my magic 8-ball said to ask over here instead.

Is their a way to increase the buff grid beyond 12? Not sure where to define extra "EFFECT_BUTTON_XX" names, or if it's even possible. If you just add more willy-nilly, it just adds duplicates of effect 12.

I was thinking the character page shows all the current buffs, more than 12, but I'm not sure how to capture that in the party bar instead.

#2
kevL

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thanks for bringing this up, I tried it a year or two ago and didn't get it ... this time things fell into place.

i Went with the big bar : 24 buffs !
apart from the jiggery-pokery of getting things to line up, which really can't be described here, try adding extra UIButtons (increasing UIScene width and moving all that portrait stuff to the right correspondingly) and incrementing the EFFECT_BUTTON_##

then in the OnUpdate for each button, also increment the final integer values ( they start at 0..23 )


that was about it, but the funny thing is unless you order the UIButtons right the buff icons populate the area in an arbitrary order, which i sorta like so didn't puzzle over it much,


Ps. don't forget to increase the columns value in UIGrid .....

Modifié par kevL, 16 mai 2012 - 07:51 .


#3
RedRover72

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Ah ha! I knew this must be possible.

I think the grid assignment is like so: the grid starts at position zero, then go down -> over. So, 4 columns, 3 rows would look like:

0..3..6..9
1..4..7..10
2..5..8..11

You could button 1 at position 9, 2 at position 10 (or 6), and so on, by adjusting the second number in "PARTY_BAR_SLOT"

EDIT: well that's definatly NOT how it goes...

EDIT2: Coffee!!! I had the table transposed... with 24 buffs it seems to look like this: (make-shift table making, lol)
0...1...2...3...4...5....6....7
8...9..10.11..12..13..14..15
16.17.18.19..20..21..22..23

EDIT3: AHHHH! Curse you OEI. I do not want "fun with table structure" right now.

EDIT4: OK, so , the tabe is indeed like in edit 2, if you have 8 columns, 3 rows... but, it seems that it will only assign the buffs "correctly" if you do them in order in each row. Meaning, I can put buff 1 in slot 0 or in slot 7, and fill out that row with buffs 2-7; that works fine... BUT, if I try to put buff 1 in slot 7, then put buff 2 in the next row in slot 15, it gets confused and starts to randomly assign buff slots.

Modifié par RedRover72, 16 mai 2012 - 04:06 .


#4
RedRover72

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@kevL
Hmmmm... I must be missing the obvious here. When you say "then in the OnUpdate for each button, also increment the final integer values ( they start at 0..23 )", I thought you meant there is a script to update, but now I'm thinking you are referring to the position assignment in PARTY_BAR_SLOT.

If the later is true, then unfortunately we don't really get to see any more than 12 buffs, because 13-24 are all duplicates of 12.

EDIT: I really need to drink more coffee before I post in the A.M. Of course, it is working fine...

EDIT2: Ahh, fresh hot coffee... Helps me remeber the simple things, like remembering to say Thank You.

Thank you for the help.

Modifié par RedRover72, 16 mai 2012 - 02:15 .


#5
kevL

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cough syrup's okay.

RedRover72 wrote...

EDIT2: Coffee!!! I had the table transposed... with 24 buffs it seems to look like this: (make-shift table making, lol)
0...1...2...3...4...5....6....7
8...9..10.11..12..13..14..15
16.17.18.19..20..21..22..23

yep. I had them transposed myself - but in a different way. It wasn't till i looked at them in a linear order that they made sense:

21,18,15,12,9,6,3,0,22,19,16,13,10,7,4,1,23,20,17,14,11,8,5,2

and so they populate same as the 12-grid. Or so it seems ...

#6
RedRover72

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Cough syrup, huh? Well, whatever get's you going in the morning. I prefer a nice, hot, cup of dark roast coffee; but you know, I'm pretty boring when it comes to my morning drinks.

Thanks again for your help straightening this out.

Red