Re: Bt Builder
Posted: Fri Dec 23, 2016 8:14 pm
I finally got around to getting the outfit I wanted to use for the default female warrior image.
The Ultimate Bard's Tale Resource
https://bardstale.brotherhood.de/talefiles/forum/
https://bardstale.brotherhood.de/talefiles/forum/viewtopic.php?t=1155
Looks great! I agree, seems to me it would work just great for a white dragon (in fact, if you hadn't mentioned silver on a cursory glance I would have just assumed it was white...)Methuselas wrote:
Caars,
is this acceptable? It's a silver dragon, but I figured you could still use it for a white one.
I've played around with the idea of using icons. I don't have an image of the result at the moment. The next release will allow you to have an icon instead of text. For example instead of:dulsi wrote:Right now it displays poison, stoned, death, etc. badly. It writes the text over the character's name but that makes it unreadable as the letters mix together. I was icons would be easier to understand.
Code: Select all
<checkBit>
<attribute>status</attribute>
<bit>0</bit>
<print>
<text>-DEAD-</text>
<position><x>8</x><y>0</y><w>48</w><h>8</h></position>
<align>right</align>
<color>red</color>
</print>
</checkBit>
Code: Select all
<checkBit>
<attribute>status</attribute>
<bit>0</bit>
<statusIcon>
<image>ui/pocketchip/icons/gravestone.png</image>
<position><x>8</x><y>0</y><w>48</w><h>8</h></position>
</statusIcon>
</checkBit>
dulsi wrote:I've played around with the idea of using icons. I don't have an image of the result at the moment. The next release will allow you to have an icon instead of text. For example instead of:dulsi wrote:Right now it displays poison, stoned, death, etc. badly. It writes the text over the character's name but that makes it unreadable as the letters mix together. I was icons would be easier to understand.
You can do:Code: Select all
<checkBit> <attribute>status</attribute> <bit>0</bit> <print> <text>-DEAD-</text> <position><x>8</x><y>0</y><w>48</w><h>8</h></position> <align>right</align> <color>red</color> </print> </checkBit>
Will the next release make use of this? I don't know. I'm not pleased with the gravestone image I created. I may add it in so Methuselas can see how it works. Or maybe I'll just make it available separately.Code: Select all
<checkBit> <attribute>status</attribute> <bit>0</bit> <statusIcon> <image>ui/pocketchip/icons/gravestone.png</image> <position><x>8</x><y>0</y><w>48</w><h>8</h></position> </statusIcon> </checkBit>
I'm also looking at adding a development flag to modules. I want to be able to hide some modules that are being worked on. So if I hand my pocketchip to someone they only see the modules I want them to see. Probably not that important of a feature.
caars wrote: Another example that I *am* happy with is after a fight a chest given out a "token" which is immediately randomly replaced by an actual item - before the player gets to see the character ever had something called "Token." In effect, the "Token" is a marker that the character is supposed to get a random item immediately after the chest event is done. Why do it this way? It's to "randomize" the traps on a chest. Before, basically if a chest contained Plate Armor (for example) it would always have the exact same trap (unless I actually made the editor choose between several different chests that all gave Plate Armor but had different traps). This way of doing it simplified things - basically the chest is really randomly selecting between traps, and then always gives you a token. And then the token is immediately replaced by a random item. So traps and what the chest gives out isn't linked any more.
Yes that is for DEAD. It can replace the conditions you would normally see on the display. Right now it works like the current status. So if you are poisoned and dead, it only shows dead. (As I was reminded when testing something in one of the Bard Tale games. I finally saved up enough to heal a character only to watch him die again because I could cure the poison.) There is no reason it needs to be that way. It could stack them right now. It can't display them side-by-side but if you make image that would look good that way, I will add that feature.Methuselas wrote:The gravestone image is for DEAD, right? The only ones that work are all the base conditionals of BTBuilder/BTCS, correct? Do the status images stack or are they side-by-side over the name? I just want to make sure I know the distance, in pixels. Depending on how it functions, I may completely redesign the UI.