A few mod-related feature requests

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A few mod-related feature requests

Postby fubarbarian » Mon Sep 24, 2018 11:43 pm

After working on a mod for some time, there are a few features that would be nice to have:
  • The ability to check if the party has all item slots full.
  • An add action feature to add buttons to a character card via script, that can fire an event when clicked.
  • A method for further randomizing sublocations. Like their position. I might be doing it wrong, but I can't get the "select" keyword to work under sublocations.
  • Add requirement checks to sublocations, like reqPartyStatus. This would be applied under a select, to provide the option of adding one type of sublocation over another.
  • Being able to apply more properties to variations for characters, like levels, capacity, health. This could be used to apply gender specific abilities, for example.

That's all I have for now. :)
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Re: A few mod-related feature requests

Postby riadd » Tue Sep 25, 2018 9:25 am

Thanks for the feedback!

About the custom character button: you should be able to do that already. Check the "Slap Face!" mod to see how to do it.
I'll create tickets for the rest of the whishlist!
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Re: A few mod-related feature requests

Postby fubarbarian » Tue Sep 25, 2018 5:13 pm

Ah, I missed the slap face mod! Nice, thanks for the lead!
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Re: A few mod-related feature requests

Postby fubarbarian » Wed Sep 26, 2018 6:16 am

@riadd Do you have an example of swapping the button text? Like how mount becomes dismount? I can't figure out what commands the button event will take. It doesn't seem to like selects.

I also thought maybe I could do something like chat objects:
Code: Select all
    title: [
      { reqCharFlags: -someflag, text: txt-evt-disable-status }
      { reqCharFlags: +someflag, text: txt-evt-enable-status }
    ]

But the text parser doesn't like that either.
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Re: A few mod-related feature requests

Postby riadd » Wed Sep 26, 2018 9:05 am

You can see here how the button is set up:

https://github.com/Maschinen-Mensch/cur ... .hjson#L20

The main thing is to create a btn-entity. It can have a custom name and event reaction. It will only be shown in the character info box though.
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Re: A few mod-related feature requests

Postby fubarbarian » Wed Sep 26, 2018 4:18 pm

I mean I have a working button and the toggle works, but I can't get the button text to change like how mount / dismount works. I want to apply a different button text if the character has a flag set to true or false, but can't figure out how to do that. I tried a select and the code I posted above to try to swap the text but nope.

Here's a mock up of my working toggle. The commented lines are what I'd like to do with a button text swap.
Code: Select all
  {
    id: btn-toggle-some-status
    reqStatus: +some-status
    reqCharFlags: -statusDisabled
    title: txt-evt-toggle-some-status
    #title: [
    #  { reqCharFlags: -statusDisabled, text: txt-evt-disable-some-status }
    #  { reqCharFlags: +statusDisabled, text: txt-evt-enable-some-status }
    #]
    useEvents: evt-toggle-some-status
  }
  {
    id: evt-toggle-some-status
    select: [
        { optional: true, reqCharFlags: -statusDisabled, setCharFlags: +statusDisabled}
        { optional: true, reqCharFlags: +statusDisabled, setCharFlags: -statusDisabled}
    ]
  }
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Re: A few mod-related feature requests

Postby riadd » Thu Sep 27, 2018 10:16 am

Oh I see, that is not supported at the moment unfortunately, but maybe you could have two buttons with two different text and then you show/hide them using character flags (or other requirements) so that only one is visible at once. I'm not sure how responsive that is though.
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Re: A few mod-related feature requests

Postby fubarbarian » Fri Sep 28, 2018 1:23 am

I did that on my first attempt. For some reason, only the first button would show and it would work as a toggle, but never got replaced with the other button. Maybe it's because they were tied to the same useevent? I tried splitting to two different events, but the same thing. Only the first button gets applied to the character and because I'm not using an event toggle, I can't restore the status:

Code: Select all
  {
    id: btn-disable-some-status
    reqStatus: +some-status
    reqCharFlags: -statusDisabled
    title: txt-evt-disable-some-status
    useEvents: evt-disable-some-status
  }
  {
    id: evt-disable-some-status
    setCharFlags: +statusDisabled
  }
  {
    id: btn-enable-some-status
    reqStatus: +some-status
    reqCharFlags: +statusDisabled
    title: txt-evt-enable-some-status
    useEvents: evt-enable-some-status
  }
  {
    id: evt-enable-some-status
    setCharFlags: -statusDisabled
  }


The toggle works so I'll use a generic button text that works for both, then swap in a status icon with an X over it, by applying a dummy status hopefully and restore the normal status if the button is clicked again.
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Re: A few mod-related feature requests

Postby fubarbarian » Fri Sep 28, 2018 3:18 am

So that works pretty well to put an X on the icon, but it displays the flag pop-ups to remove then add the statuses on each toggle click. Is there some way I can prevent that? Like in the status definition? I've been going through the statuses and haven't found anything. I'm thinking along the lines of "hideNotification: true" either on the status itself or maybe set in the event just before a status is set, so it can be added sneakily. It's so close!
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Re: A few mod-related feature requests

Postby riadd » Fri Sep 28, 2018 8:22 am

There is "hideNotifications:true" support for statuses. You can see it being used here:

https://github.com/Maschinen-Mensch/cur ... .hjson#L59

Does that work for you?
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