I don't have the slightest clue how to do it, I did some poking around in the default XMLs the game has, found this:
<UIPane name="METAMAGIC_PANE" x=0 y=24 width=288 height=48 >
<!--
<UIIcon name="QuickSpell_LeftDetail" img="qs_l_bracket.tga" x=0 y=0 width=15 height=32 />
<UIIcon name="QuickSpell_RightDetail" img="qs_r_bracket.tga" x=271 y=0 width=15 height=32 />
-->
<UIGrid name="META_GRID" rows=2 columns=11 x=0 y=0 xPadding=0 yPadding=0 update=true OnUpdate=UIGrid_OnUpdate_GetMetaFeats() >
<UIButton name="PrototypeButton" height=24 width=24 buttontype=radio groupid=1 prototype=true
update=true OnUpdate=UIButton_OnUpdate_SetMetaFeat()
OnToolTip=UIObject_Tooltip_DisplayMetamagic(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)
OnSelected=UIButton_Input_SetGlobalMetaFeat("Local:1") >
<UIFrame state=base fill="b_hotbar_secondary.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIGrid>
</UIPane>
What particularly interests me is the onupdate part, is there a plausible work around to have the engine recognise the new feats & invocations I added in with out screwing up the whole engine?
This is a whole new territory for me, and I really don't want to break anything...
Adding metamagic feats/spells to the Quickspell's GUI
Débuté par
Chickenprotector
, févr. 09 2013 03:44
#1
Posté 09 février 2013 - 03:44





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