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Author Topic: UI ProgressBars and Graph use  (Read 2051 times)

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UI ProgressBars and Graph use
« on: »
I need some help in understanding the Graph usage for UI elements

I want to implement something like the EXP bar in the Stats menu. It uses 2 Stats:
XP next level progress and
XP next level delta

and then there is the graph
ExperienceGate

What I cant see is the connection between these. How does it work?
« Last Edit: September 07, 2017, 06:46:31 am by lolesch »
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Graph use
« Reply #1 on: »
I guess the "next level progress" and ".. delta" is hardcoded and cant be expanded to other stats..

Still questioning if it might be possible to work around.

I have a stat that is applied through the game - for better understanding I'll use the "CHARACTER STEPS TAKEN" from the journey menu.
After reaching "Value A" a StatOperator can add another Stat - "dy_steps_progress"
This one I want to use in a passive skill to apply a bonus to the player - in this case a permanent speed buff
Now I assume I can use a graphoverride the skills affix to apply decreasing values like the dodge_chance increment through flat statpoint spending.

Can you think of a way I can flip this around using a curved graph to increase the delta between "value A" and "value B" and so on to keep a flat bonus increment?

Actually I'm thinking of adding a statRequirement to each affix in the passive skill will work. I'd still prefer a graph and stats to determine the delta for my UI experiments...
« Last Edit: September 07, 2017, 06:54:50 am by lolesch »
some projects in progress

Re: UI ProgressBars and Graph use
« Reply #2 on: »
First of all, it's really GREAT to see you back around here @lolesch !

I wish i knew more about graphs and stats so i can help u right away, but im weak in this area :( Maybe @gytfunke  might visit and give some tips! Or @doudley (you and doudley are my UI idols!)


Re: UI ProgressBars and Graph use
« Reply #3 on: »
@Phanjam: Sorry to say, I'm no good either :D

@lolesch and @Phanjam:

But if I have to guess...

I think I will use "<STRING>STATMODIFYNAME"

instead of a graph

because graph needs the player's skill to rank up for it to increase/decrease the Effect (I think)

 

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