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Author Topic: Class-Restricted Pets?  (Read 1602 times)

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Class-Restricted Pets?
« on: »
Anyone have any idea if making the choices for -starting pets- dependent on class is possible? I'd assume this would be a UI situation, but I haven't had luck in figuring anything out yet and am unsure if there's much hope it is doable at all.

*EDIT* alternatively, if there's a way to simply remove starting pet selection entirely, and make the gaining of pets happen after character creation?

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Re: Class-Restricted Pets?
« Reply #1 on: »
Should be doable, but I can't find which layout file contains the character creation menu.

Re: Class-Restricted Pets?
« Reply #2 on: »
I belive its the mainmenumod.layout - it contains a lot, but much of it is not visible by default - you have to turn on the visiblity of character creation menus after opening it in guts. The place where you would select the pet just refers to the 'pet_select.layout' file, which is located in PIECES, but there's basically nothing in that file to edit other than a button, so I'm guessing the functionality is hardcoded

Re: Class-Restricted Pets?
« Reply #3 on: »
Yep, I see it.

Here's how I'd do it:

Step 1: Go play with the unit types. First, create one unit type per class that inherits from STARTING PET (e.g. PETS FOR OUTLANDERS). Second, use multiple inheritance to create a group of unit types that inherit from every permutation of the first group (e.g., PETS FOR OUTLANDERS AND EMBERMAGES). Third, go change all of the starter pets to use the appropriate new unit type. (You might structure it differently if you had no pets that are open to more than one but less than all classes.)

Step 2: In the layout, clone CharacterCreate/LeftSide/LeftPlatePet/LeftBackground/ActualCharacters/PetList until you have one copy per class. Change the allowed/not allowed unit types for each list as appropriate to get the pool of pets you want for each class.

Step 3: In the layout, modify CharacterCreate/LeftSide/LeftPlatePet/LeftBackground/ActualCharacters/PagingLogic to allow each of the cloned petlists to send the same signals as the existing one can.

Step 4: In the layout, modify CharacterCreate/BackButtonLogic so that the appropriate clone of PetList gets shown -- and the others hidden -- immediately after ShowPet runs.

I think that should do it, or at least give you a good starting point
« Last Edit: April 09, 2016, 02:15:22 pm by Chthon »

Re: Class-Restricted Pets?
« Reply #4 on: »
damn you're brilliant. I didn't even see the allowed unit types bit. This makes sense I'll give it a go and let you know how it works.

Re: Class-Restricted Pets?
« Reply #5 on: »
I'm having no luck at all - its just a big mess in-game. I'll attach if you feel up to looking through it, but no worries either way. I'm just discouraged from banging my head against this lol

 

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