Craig Graff wrote...
SetPartyPickerStage works fine, but only from the PARTY_PICKER_INIT event. It doesn't replace char_stage, it loads an overlaying area.
Thanks for the heads-up, Craig! I will add this snippet of information to the Wiki once I have tried it out for myself. Up until now I was under the impression that the function was broken - some of the functions really need an update to their descriptions to include this kind of information.
Proleric1 wrote...
Someone needs to try it out.
I will give it a try during my break in two and a half hours. If no one else does, I will post my feedback here.
UPDATEI gave it a try, but was not successful at getting the function to work, though, it is possible that I made a mistake in the code or that I simply misunderstood what this function is supposed to do. I added the following code to my module script's event catch code:
case EVENT_TYPE_PARTYPICKER_INIT:
{
// Overlay the existing stage with my stage
// Where "mystage" is the name and tag of my area
// Where "partypicker" is the name of the default GDA
SetPartyPickerStage("mystage", "partypicker");
break;
}
I then exported the resources and started up the game and my add-in. The placeables that I added to my area were not showing up in both the character generation stage and the party picker stage. (Note: My area is, aside from extra placeables, an exact copy of the default
char_stage area.)
Modifié par Helekanalaith, 02 mars 2010 - 01:02 .