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Author Topic: anyone good at UI?  (Read 4921 times)

Offline TwinkleToes

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anyone good at UI?
« on: March 06, 2019, 10:26:28 pm »
so ive been struggling with a problem lately having to do with UI, anyway i made a skill which has 20 levels but only has a max invest of 15

its based on a skill structure i created a long time ago which lets you use different animations each time you recast a skill, this time around though i refined it so it only uses a minimal amount of levels instead of the 50+ the old version uses.
http://torchmodders.com/forums/torchlight-i-classes-pack-public-board/destroyer-devastate-conceptexperemental-skill-set-up

here it is in action in case anyone is curious


anyway the main problem is the skill not displaying properly in the skill tab because of its extra levels
heres a screen shot.

1st example is when its maxed out, the progess bar at the bottom doesnt fill properly
2nd example is when it still needs levels to max, the text shows X / 20 instead of X / 15


ive tried some work arounds like splitting the skill into two, the original which is the actual skill and a passive which gives it skill levels, i then tried to combine the UI for both, the secondary skill will display its UI and the main skill is somehow hidden, but that has several problem associated with it.

ive also tried to just manipulate the UI itself but everything seems to be hardcoded since no matter what i change the display appears to remain the same.

my last resort would be just to properly split it in two and make the main skill some sort of basic ability that cannot be changed and invested into and have the secondary skill as a passive to enhance the main one

anyway if anyone has any ideas or knowledge hit me up, thanks in advance.
« Last Edit: March 06, 2019, 10:45:44 pm by TwinkleToes »

Offline Kva3imoda

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Re: anyone good at UI?
« Reply #1 on: March 06, 2019, 11:24:16 pm »
Hey Twinkle T.  :)

You're right, a lot of this is hardcoded in the game. When I was working on my system I discovered some problems. Non-standard level quantity does not work correctly with tiers bonuses, there are also problems with tags.

http://forums.runicgames.com/discussion/60026/error-message-hashcode-has-no-match-in-tags-dat#p498686

Quote
All levels above 16 in skill*.dat, after unpacking lose names. These words are not present in TAGS.DAT file. And skills do not work as it should

I think you need to remake your skills under the standard level scheme. This will save you a lot of time.  :)
« Last Edit: March 06, 2019, 11:29:51 pm by Kva3imoda »

Offline TwinkleToes

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Re: anyone good at UI?
« Reply #2 on: March 06, 2019, 11:55:04 pm »
long time no see kva :D

i cant remake it for 15 levels since the only way (as of yet) to get a skill which variates its animations is through my method of using 15+ levels, ill try experimenting more with the double skill set up and see if anything else comes up,

but if nothing happens, then yea, ill do my last resort, the skill should be untouched in its entirety but how its presented will be different yet understandable unlike what ive got now.

Offline Sch123

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Re: anyone good at UI?
« Reply #3 on: March 07, 2019, 11:59:36 am »
@TwinkleToes

I have an idea but I don't know whether this method can be done or not.

Is it possible to separate the three Combos into 3 active skills (Pierce, Slash, Crush)?
So that the skill can be separately given a skill point, so you will be more free to give the effect you want to develop each tier.

That way the function of the skill "Thousand Cuts" can be used like trigger to 3 combo skills, provided that at least you have to give skill points to each combo skill (Pierce, Slash, Crush). The skill is like a skill that can run combo skills together.

I got this idea from skills in Class Kensei, Monk Fighter (FEP +) & Dragoon (Variant). That class has combo skills, but I wonder why it doesn't make a skill that can trigger the combo skill automatically without us having to press a lot of buttons just to run the combo skill.

Offline TwinkleToes

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Re: anyone good at UI?
« Reply #4 on: March 07, 2019, 01:20:40 pm »
@TwinkleToes

I have an idea but I don't know whether this method can be done or not.

Is it possible to separate the three Combos into 3 active skills (Pierce, Slash, Crush)?
So that the skill can be separately given a skill point, so you will be more free to give the effect you want to develop each tier.

That way the function of the skill "Thousand Cuts" can be used like trigger to 3 combo skills, provided that at least you have to give skill points to each combo skill (Pierce, Slash, Crush). The skill is like a skill that can run combo skills together.
dont know if its possible to have another active skill trigger 3 other active skills in order, if it is i think it would probably be way more technically difficult to pull off than what ive done.

but its possible to compress what i have now into 3 levels(instead of 20) and have another separate passive skill to rank up and give a stat which increases the effects of affixes and whatnot on the 3 level skill, that's my plan if nothing pans out.


Quote
I got this idea from skills in Class Kensei, Monk Fighter (FEP +) & Dragoon (Variant). That class has combo skills, but I wonder why it doesn't make a skill that can trigger the combo skill automatically without us having to press a lot of buttons just to run the combo skill.
they probably couldn't find out a way how to, this kind of modding is crazy and out of the box(for the GUTS engine at least) and is prone to failure lol

but i happened to stumble into my own method that's really clean from a skill code point of view, but it happens to require 20 levels(which sucks for UI) to function as an entire skill.
« Last Edit: March 07, 2019, 01:29:26 pm by TwinkleToes »

Offline Sch123

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Re: anyone good at UI?
« Reply #5 on: March 08, 2019, 12:51:42 pm »
@TwinkleToes

What about adding a tier level to 5 tiers rather than 3 tiers. As was done on the General Passives Mod. In that mod also the Max rank can reach 25. ;)

I think if you look at that mod you can find what you are looking for. :D
« Last Edit: March 08, 2019, 01:29:43 pm by Sch123 »

Offline Phanjam

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Re: anyone good at UI?
« Reply #6 on: March 08, 2019, 01:37:18 pm »
I will have some time to look into this this weekend. What i thought of exploring was to somehow edit the value that is given to the skilltree and the skill tooltip layouts, to "trick" the layout to display what u want.



Offline doudley

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Re: anyone good at UI?
« Reply #7 on: March 09, 2019, 06:46:07 am »
I don't think its a UI problem. The UI reads what the skill data has. In this case it has 20 levels/ranks. Max invest level, I think, is an old integer/string code that is not needed anymore in TL2 and it seems the function that it does, is to just limit you from gaining more ranks without reaching the max possible.

The trick UI idea could work in a two possible way, one I can think of is to make a logic that changes the <STRING>WIDGET NAME: 's input (I don't if that will activate on the fly). The second one I can think of, is to have two skills registered in the UI and only show the x/15 thingy of the dummy skills, exactly on top of the actual skill's x/20 (Not sure how that would that look, though).


Offline TwinkleToes

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Re: anyone good at UI?
« Reply #8 on: March 09, 2019, 07:27:37 am »
@TwinkleToes

What about adding a tier level to 5 tiers rather than 3 tiers.
I think if you look at that mod you can find what you are looking for. :D

the result would be the same since the skill "maxes out" at lvl 15 and the 5 extra levels are there to make the animations change, but i had a look at the mod and got some useful hints, thanks.


I will have some time to look into this this weekend. What i thought of exploring was to somehow edit the value that is given to the skilltree and the skill tooltip layouts, to "trick" the layout to display what u want.
thanks phan, heres the whole skill code https://pastebin.com/wFwB9P78
in case you want to model the skill to better investigate.


The trick UI idea could work in a two possible way, one I can think of is to make a logic that changes the <STRING>WIDGET NAME: 's input (I don't if that will activate on the fly). The second one I can think of, is to have two skills registered in the UI and only show the x/15 thingy of the dummy skills, exactly on top of the actual skill's x/20 (Not sure how that would that look, though).
heyo doudley :D

clueless about the 1st method lol, all know is that widget names are hardcoded, so its hard to try anything with them
the 1st thing i tried was the 2nd method but it spawns a bunch of other problems, mostly with respecing


Offline lolesch

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Re: anyone good at UI?
« Reply #9 on: March 10, 2019, 08:05:58 am »
#edit: try this first... in the UI properties of the progressbar you will find MAXVALUE = 100. try 75 instead or stretch that bar width to 211 if both wont do the job I have another workaround.

you need to give your skill an affix that adds a custom stat with each level to your player. Then get rid of the widget name (they work like links, so removing that disables the skills access to that element, everything else keeps working as intendet) of the progressbar and use the stat1 stat2 properties instead. stat1 is your new created skill stat and stat2 is another one to create with a flat 15.
Instead of the Invested text create a new UI Stat object and use the same mechanic here and hide (or delete) the old one.
some projects in progress

Offline TwinkleToes

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Re: anyone good at UI?
« Reply #10 on: March 10, 2019, 05:58:18 pm »
#edit: try this first... in the UI properties of the progressbar you will find MAXVALUE = 100. try 75 instead or stretch that bar width to 211 if both wont do the job I have another workaround.
heyo :D
ive tried both, but havent gone too far into it, the mod @Sch123 showed me with the custom 5 tiers uses a custom progress bar too, i was thinking of making a custom texture sheet with an edited version of the original to stretch out, ill see if that works.

Quote
you need to give your skill an affix that adds a custom stat with each level to your player. Then get rid of the widget name (they work like links, so removing that disables the skills access to that element, everything else keeps working as intendet) of the progressbar and use the stat1 stat2 properties instead. stat1 is your new created skill stat and stat2 is another one to create with a flat 15.
Instead of the Invested text create a new UI Stat object and use the same mechanic here and hide (or delete) the old one.
ill see what i can do, getting a skill to do something as you press the level up button requires the skill to be tagged as a "passive" skill, in my case its an active skill so id have to use the skill 1st to give me the stat, but there might be some option via the layout editor to have damage shapes start on load which would be the same thing passives do.

the main concern i have with doing this is with respecing, id have to create a hidden passive to clear the stat, but... event_end recognizes a bunch of other actions as "end" like warping out of zones, changing weapons etc, id have to find a way to somehow make event end respect only skill respecs (which i still havent figured out to this day lol)
« Last Edit: March 10, 2019, 06:25:48 pm by TwinkleToes »

Offline lolesch

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Re: anyone good at UI?
« Reply #11 on: March 10, 2019, 07:55:51 pm »
i was thinking of making a custom texture sheet with an edited version of the original to stretch out, ill see if that works.
you dont have to, just strech it within the UI editor?

Quote
ill see what i can do, getting a skill to do something as you press the level up button requires the skill to be tagged as a "passive" skill
You can link the button to a stats operator that adds a stat on mouseinput via UI. and I am pretty sure the Set_Stat effect works fine in active skills... hm.. i can remember having some equal problems... ill research for that!

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id have to find a way to somehow make event end respect only skill respecs (which i still havent figured out to this day lol)
not quite sure if I get you there...
some projects in progress

Offline TwinkleToes

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Re: anyone good at UI?
« Reply #12 on: March 10, 2019, 08:21:44 pm »
Quote
you dont have to, just strech it within the UI editor?
ahhh yesss got it, i used the stretch function instead of the anchor function for the progress bar and got it to work
woo, i was thinking id have to use the anchor function so it stays in place or something, thanks :D

thats the 1st problem out of the way lol

Quote
You can link the button to a stats operator that adds a stat on mouseinput via UI
thanks, ill investigate using the UI, but respecing will still get in the way.

Quote
not quite sure if I get you there...
EVENT_END on a passive skill always happens when you respec out of that passive skill, but it also happens when you switch weapons, and move in and out of zones, EVENT_END on a passive skill is where stats/effects are cleared so they do not stick onto the player when they respec.

i wanted EVENT_END to only specifically happen when the character respecs thier points and not on the other actions, there are some skill concepts that would be much better if we could somehow do this, mainly toggle skills, but for this case i just want to utilize it for clearing the stat given to me via the UI when i level up the skill



anyway since the 1st problem is solved im thinking of another completely different way to fix the other problem via the UI, maybe i could just make a custom texture that goes right on top, i can take a screen shot of the text that says 0/15 and just make that into a UI element to stick on top of the original lol, but id have to find a way to hide it when i max out the skill, since the original text appears to be hardcoded to hide itself when maxing out.
« Last Edit: March 10, 2019, 08:29:42 pm by TwinkleToes »

Offline lolesch

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Re: anyone good at UI?
« Reply #13 on: March 10, 2019, 08:46:01 pm »
i wanted EVENT_END to only specifically happen when the character respecs thier points
what about a passive skill that adds/enables an active skill or something like that.
Quote
but for this case i just want to utilize it for clearing the stat given to me via the UI when i level up the skill
you level up a skill that gives you a stat that you dont want to have?/remove via UI?
why dont you create a skill with a stat requirement and give that required stat via button click (maybe on a custom button)
that way the skill is always enabled but only working when toggled
Quote
i can take a screen shot of the text that says...   ...since the original text appears to be hardcoded to hide itself when maxing out.
man you need some UI experience XD
the hard coded "hide" can be easily recreated with a custom text element (dont go the screenshot way, they are so badly to adjust later on...) I can help you with that when you get stuck!
some projects in progress

Offline TwinkleToes

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Re: anyone good at UI?
« Reply #14 on: March 10, 2019, 09:03:37 pm »
Quote
what about a passive skill that adds/enables an active skill or something like that.
yep came to that conclusion too as stated in my OP, but it ends up having prolems, since the active skill cannot start at lvl 0, it has to start at lvl 1 to properly function, but... getting a skill from level 0 to level 1 with just effects is harder than expected lol, i tried the "learn skill" effect but it ends up adding the skill to your spell slots so RIP, i also tried using "set skill level" but it doesnt seem to work, lastly i tried to use "skill bonus" but that only applies to a skill that actually have levels in them, i planed to use skill bonus for leveling up the skill itself but... it needs the skill to already be lvl1

Quote
man you need some UI experience XD
the hard coded "hide" can be easily recreated with a custom text element (dont go the screenshot way, they are so badly to adjust later on...) I can help you with that when you get stuck!
yep lol
"hide" in this case is very specific because i have to hide the UI only when i reach max rank on that skill, but that requires the skill to be somehow tracked with stats, as previously discussed i would have to do a bunch of rerouting to get a stat that tracks that specific skills level, via assigning it with a custom button and somehow removing/altering those stats with a hidden passive skill so it doesnt get in the way of respecing


Quote
you level up a skill that gives you a stat that you dont want to have?/remove via UI?
nah i just want it as a hidden passive which clears/changes that stats i get from the UI, but specifically only when i respec out of the skill

« Last Edit: March 10, 2019, 09:10:54 pm by TwinkleToes »

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