Open Cjreek opened 3 weeks ago
I think the engine is fine. Checking it out the toolset is weird, it expects wrap arounds in the range of 2 characters. Will see if I or shadguy can do some tweaks there.
The module as-is I think hasn't got GFF edits? Not sure hard to tell - if you can do a really super simple edit with 1 potion which has valid part IDs for all 3 slots > 100 that'd be great then I can test more easily. I might make some edited part TGAs just to make sure they're showing up and the ID isn't getting mangled.
To Reproduce
MinRange
=100,MaxRange
=1000 for line 49 in baseitems.2daSpecifics
If needed, describe the bug
My goal was to have the potion item type support more than 9 colors in the toolset. For that I set
MinRange
in baseitems.2da to 100 (from 10) andMaxRange
to 1000 (from 100) Additionally I extracted all the base game icons for potions and renamed them to fit the new scheme: i.e. fromiit_potion_b_011.tga
toiit_potion_b_101.tga
and then added other custom icons into those ranges untiliit_potion_b_X12.tga
which should give me 12 different "colors" in the toolset (up to 99 if needed).In the toolset the "Color" comboboxes are completely empty and the model comboboxes (top and middle) look like this:
And the combobox for "Bottom" looks like this:
Here is a module + hak/tlk to reproduce the problem:
composite_minmax.zip
Also:
I don't think this setup works in the game either. I've tried changing the appearance of a potion per script with the gff functions and setting the model number to something like
101
left me with a gray potion - the default icon if the icon could not be found.