Closed mronnblom closed 2 years ago
Not entirely sure what you mean by "vanilla" normals?
For type you can have:
good
- uses colors from __default_good__
at the very bottom of the filebad
- uses colors from __default_bad__
at the very bottom of the fileskip
- no circleYou can also supply either (or both) of the normal/hi colors directly as rgb:
{
//EXAMPLE_DOES_NOT_EXIST: use "hi" and "normal" to set custom rgb for the highlighted/normal circles
"ability": "EXAMPLE",
"hi": [ 1, 1, 1 ],
"normal": [ 0.4, 0.3, 0.2 ]
},
normal
- normal color of circle
hi
- color of circle when you path over it in TBM
Added this to the README.md too
What I meant was that it would be nice to know which circles/colors are changed from how the game normally (without this mod) displays. But maybe I have misunderstood this function..
The game does not display circles so it's almost impossible to see exactly where the edge of e.g. a grease or pit area ends. The mod adds the circles.
Ahaaa, it's for spells already cast, not when casting them. Got it! You can close this issue. :)
👍
Some brief explanation in the readme should be enough, together with:
aoe_indicators.json
are changed from their vanilla defaultThanks!