Home » MODDING HQ 1.13 » v1.13 Coding Talk » Self-Transforming Items (Pre-Project Discussion)
Re: Self-Transforming Items (Pre-Project Discussion)[message #293531] Mon, 14 November 2011 20:16 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Transformation Control - I would suggest keeping it out of the NAS attachment slot area. Either of the currently discussed: corner of the BigItem graphic, or pop-up menu from a right-click on the Big Item graphic.


Since right-click is primarily used for cancel actions, I'll stick with left-click on the big item picture (assuming a pop-out menu, otherwise buttons in the lower-right corner of the bigitempic).

Double-click is... too hard to implement AFAIK.

Quote:
3) Knowing what you are transforming. Clicking, or a menu popping up from the BigImage gives a clear indication to the player as to what they are modifying.


Well, tooltips will at the very least indicate the name of the "target" item. Or possibly an XML-defined text specific to that transformation is displayed.

If menu options are used, we can define in the XML both the title of the option and the tooltip you get when mousing over it.

Quote:
Yeah, my projects already have different graphics for most weapons with their stock folded/deployed, and the ARS Magnifier System (ie. "proof-of-concept" for the utility of variable power scopes under NCTH) have their magnification factor set in both Interface and BigItem graphics.


That's useful, though I'm not sure it would work for all items - so keep in mind that some indicative naming may be required to avoid confusion.

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Sergeant Major

 
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