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  #1  
Unread 04-12-2005, 11:40 AM
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Default Tradeskill reactions command window

Follow regular install procedure.

Adds a purple button to the top of the main Tradeskilling window. Click to bring up the tradeskill command window.

What I need:
- Names of all missing skills and where they go. (Page, tier, effect) (Just need WOODWORKING now!)
- Other feedback.
- REPORT BUGS. (Activating wrong ability? Using an ability twice? Button not doing anything? etc.)


Remaining to-do list and test download: Scroll down


For own reference:
http://mboards.eqtraders.com/eq2/sho...5256#post35256
http://mboards.eqtraders.com/eq2/showthread.php?t=4019
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Last edited by Deathbane27 : 04-21-2005 at 05:41 AM.
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  #2  
Unread 04-12-2005, 01:17 PM
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Welcome to our newest member, Kosmos

Lol you beat me to it !!

Dunno how I missed that site, Been looking for a decent tradeskills board

DB,

I been working trade skills quite a lot lately, so going to drop your mod in and try and give you some feedback (me just lvl 13 outfitter, working on weapons mostly) But what little help I maybe able to give is better than none
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  #3  
Unread 04-14-2005, 11:47 PM
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didn't have time to more than glance at this in game.looks goodbase don what you got and the alrady planned list.

can we not make an option box wit a custom UI? i've never even installed the builder myself... i lack.. but the recipe widow has an option box used for recipe filtering. could you do something similar with all the Skill types? so you hit the drop down and it list the 12 reaction for that skill.

other wish, is it possible to conditionally display select reactions in each skill? like have it check my artisan level and only show Tier 1 skills until i'm level 10? Tier 2 at 20, etc? Going farther down tha troad would be to not show anyhing above Tier 1 for stuff outside my class and nothing above Tier 2 for stuff outside my subclass. Cross-class skills would always show up to your level.

Just tossing things out there. I honestly don't know what all cvan even bedone with this.
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  #4  
Unread 04-15-2005, 01:06 AM
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Quote:
Originally Posted by Sorvani
(Vague paragraph that appears to want buttons selected via dropbox instead of tabs.)
I'll be streamlining the selection somehow, but at the moment I don't think I want to use dropboxes. See Zonx's thread in the Bugs forum.


Quote:
other wish, is it possible to conditionally display select reactions in each skill?
Don't think so. If you can FIND a way to do it, let me know.
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Unread 04-15-2005, 01:18 AM
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Using your IF statement code, when you pick a variety of reactions, couldn't it do compares to the user's TS level then only show the appropriate reactions?

Also, you can fake a dropdown box using a page full of options and a rectangular button that shows the page.

Quib
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Unread 04-15-2005, 01:25 AM
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Quote:
Originally Posted by Quib
Using your IF statement code, when you pick a variety of reactions, couldn't it do compares to the user's TS level then only show the appropriate reactions?
I'd need at least 18 if statements to do it, and they're a pain in the butt to code.

I'm simply not going do it. If somebody else wants to, I'm not going to stop them.

Quote:
Also, you can fake a dropdown box using a page full of options and a rectangular button that shows the page.
One of the options I'm considering.
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Last edited by Deathbane27 : 04-21-2005 at 04:49 AM.
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  #7  
Unread 04-15-2005, 08:51 AM
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You deffinetly don't wanna drop the low-end skills based on level but probably do wanna drop high-end skills if the user is to low to have them.

/GameData.Self.TradeskillLevel
/GameData.Self.TradeskillSubClass

Will give you the stuff needed for IFs.

Level tests should be a simple button.visibile=(TSLevel-1)>SkillLevel.

You could minimize the class-based IFs by nesting each set of tier 2-5 class skills in subpages and do 1 IF for the whole lot, since out-of-class doesn't get anything past T1. Corse that's only viable if you're using fixed button slots
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  #8  
Unread 04-19-2005, 03:05 PM
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Default Dang!!

Check THIS out, I found this on accident!

http://www.crystalkeep.com/eq2/EQ2Recipes.pdf



And other great stuff:
http://www.crystalkeep.com/eq2/
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  #9  
Unread 04-21-2005, 04:44 AM
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Progress update

I've moved the tabs off-screen and added a dropdown menu of sorts to select the skill set.

Added buttons for the cross-skill ability pages, but the pages themselves aren't ready yet.

I've got all the skill lists except for some Woodworking skills.

I've added IsDefaultButton=true to all the relevant buttons in the main window (I think). And if I didn't, I don't care. This'll be a seperate window when I get done with it. When it comes time I'll give simple instructions for mod authors on adding the reactions window to the existing mods.


Deleted several posts in this thread that were off-topic or ignored me. Yes, I'm evil.

Beta version 2 will be available when I finish adding the cross-skill reactions, hopefully by morning.
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Last edited by Deathbane27 : 04-21-2005 at 05:26 AM.
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  #10  
Unread 04-21-2005, 05:36 AM
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Beta version 2. Streamlined and mostly complete.

My remaining to-do list
-Add missing Woodworking skills (After I know what they are)
-Arrange skills into columns by effect or counter, and add icons to top or bottom of each column to indicate what event they counter. (After I have Woodworking skills)
-Arrange all skills into Tier sub-pages to ease scripting of only showing skills you have access to.
-Write and implement scripts to only show skills you have access to, or get somebody else to do it.
-Compact into one file that can be easily plugged in to existing tradeskill mods by their authors.
-Add tooltips (+prog, -dur, etc.) for main class skills.

Your to-do list.
-Post missing Woodworking skills
Attached Files
File Type: zip mookUI_tradeskills.zip (11.0 KB, 347 views)
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Last edited by Deathbane27 : 04-21-2005 at 06:33 AM.
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  #11  
Unread 04-21-2005, 06:20 AM
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Thanks for all the work!

Sorry to hear you are having trouble with the wood, I hope you can get that sorted.
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  #12  
Unread 04-21-2005, 07:02 AM
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Irrelevant update: All ability buttons are now placed in subpages by tier. Restructuring should now be complete and ready to be scripted to only show useable skills.
Attached Files
File Type: xml mookUI_tradeskills.xml (38.3 KB, 470 views)
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