Torchmodders

Mod Projects => Lolesch's Playground => Classless Character Concept (New) => Topic started by: Phanjam on April 01, 2017, 11:15:23 pm


Title: Mod Design Proposal For a Classless Character Mod
Post by: Phanjam on April 01, 2017, 11:15:23 pm
Hi @lolesch and all us torchmodders ;) !

I posted this hoping it serves as a small piece of help in moving the "classless character" mod forward.

It's just an outline to suggest how the development work for this concept could be directed, before the work begins (tho I know Lolesch you've put in a lot of work already!), to give us a starting point for debating about and then agreeing the desired outcome.

Also it should give us a good idea of what kind of contributions would be helpful, in case this mod needs to become a team effort.

I hope this helps somehow and sorry for the wall of text!  ;D

Spoiler (hover to show)

I wrote this up in workflowy (https://workflowy.com/s/T-q.iFmWjWPco8). I sent you the link-to-edit Lolesch, via PM.
Title: Re: Mod Design Proposal For a Classless Character Mod
Post by: doudley on April 06, 2017, 02:05:29 am
You can only equip skills inside a town. So if you die in the wild because you had the wrong skills, you can only change your skill load-out only when you resurrect in town.
I think I can be able to do the system for this....it will require a constant check of current dungeon name. If the player is in a town's name then the skill tree will be interactive again.
Title: Re: Mod Design Proposal For a Classless Character Mod
Post by: Phanjam on April 06, 2017, 04:50:00 am
Hi doudley! I was hoping you would post in this thread! :D

I have a question I have always been curious about... Is it possible for the game to "see" a new skilltree, and automatically add it to the overall skill UI?  The same way that it "sees" a new custom class and automatically adds it to the character selection UI.

As for the "overall skill UI", is it possible to make it something like this...

Spoiler (hover to show)

and new skilltrees just keep getting added to the right?

I am thinking this way, making new skills can be done by the community, packaged as their own .MOD but when you load it with the main .MOD, it shows up in the above skill UI as its own tab...
Title: Re: Mod Design Proposal For a Classless Character Mod
Post by: doudley on April 06, 2017, 10:49:06 am
 :D Its good then that I commented!

Isn't a skilltree layout (file) is connected per playable character's class? So to answer "If its possible for the game to "see" new/another skilltree", by that sense alone, it would be not. Only one UI can be activated by the game's player but using a single UI with various skilltree layouts (design) inside, then we'll be able to show/hide a certain skilltree by certain conditions.

For the overall skill UI:

I'm not yet been able to use this but I've seen the function of the "Frame" of UI editor, especially used on item and skill descriptions, where as there are rows of window/text/image (layer) inside the frame and if a certain layer has been hidden, the layer below it would be pulled up and make the frame's height lessen.

Explanation in paragraph form:
Spoiler (hover to show)

Explanation in visual form:
Spoiler (hover to show)

This are just my theory, I'm not sure if "frames" can work horizontally. But based on it, I think it is possible to make the overall skill UI to looked like the one you've shown.

EDIT:
I've been making my own TL2 UI improvements and I noticed that this skill tab action is quite possible with "List Window" :)

EDIT2:
I have confirmed my theory and it works, although it is not the "Frames" but "Reflow Windows" that does the aligning of objects automatically.