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Awesome!
The files I uploaded last night had the wrong versions for the code files for the xml, ttslua, and scripts file. I've updated the drive files now and that should make it much more clear what changes I made. Sorry about that.
Please let me know if there's anything I can do to assist with that process. I tried to make the changes as sensible as possible for the UI but I know that my sensibilities aren't the same as everyone's. Shield and retaliate felt like they needed to be bigger and more visible since those are used when doing attacks against the monsters not just on the monster turn, so that's why I pulled them out to the side and made them larger.
Very cool. Hope everything works well!
Cool. The assets I uploaded to steam cloud are pretty high quality images, but they struggle some when being scaled down. The images themselves are 625x625 png files taken directly from the creator pack PDF.
The combat stats line currently divides itself into sections for each of movement, attack, range, targets, and attack effects. From what I've loaded with the base stats on monsters, there isn't any monster that has stats too much for all fitting in that space.
The shield and retaliate location being off to the side made a little more sense to me because I wanted them visible but didn't want them overlapping with negative status effects applied to the monster (current implementation)
I have a question though, since I don't understand much from the code.
Where does the standees, pull this stats from, and what happens when the monsters are higher level? Does the code need to be added to each and every monster standee in game?
The stats are being pulled from the same place as the stats array for all the monsters, I accessed it through the existing methods that were defined and used in the "setTyp(typ)" method. Previously, this method only retrieved the stats object to set max health, I extended and revised this method it to get the other stats and parse out values for each attribute.
So, while the code would have to be added to every monster standee, the same code can be added to every monster standee and it will work the same for all of them.
For both the new UI I wrote and the new lua I wrote, it can be exactly copy/paste to every monster standee and works correctly without any code-level customization for which monster standee it is. The code will detect which monsters are bosses and make the appropriate changes to the UI.
As for the images, there may be some tearing on the images, I saved them as .png files from the original TIFF files exported from the creators docs posted online. The file sizes are extremely small actually, under 50kb per icon for the icons and under/around 100kb for the status effects. Not as small as vectors though, for sure.
I uploaded a "GHFS Combat Pack Full Save.json" as an example of the most recent workshop mod version with the following find/replace operations done that implements everything I did.
Also, in case anyone would like to reproduce those find/replace steps they can be found in "Conversion Steps.txt" and as follows (splits due to comment 18000 character limit)
Find:
Find:
Find:
Find:
Find:
Replace monster script placeholder with new monster script
Find: