[MOD] World Tooltips

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Ralzar
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Re: [MOD] World Tooltips

Post by Ralzar »

Nono, in DFU, they open at 11 and close at 16(I think) but there os no way to get the opening times by using Info Mode. So I suspect the data simply isn’t there.
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Regnier
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Re: [MOD] World Tooltips

Post by Regnier »

On the topic of removing modes, we could add functionality instead of remove it for the same reason i want language skills bolstered rather than buckled.

The interact modes could be tied to skills, strenghthening their use.

I made a post with the possible changes that could be added.
viewtopic.php?f=12&t=1042&p=48533&hilit=Grab#p48533

I just want the skills you choose to make the game play differently.

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emmathepony
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Re: [MOD] World Tooltips

Post by emmathepony »

I officially cannot play DF without this mod anymore, I always felt like something was "missing" but couldn't quite put my finger on it and I guess one of those was the real-time tooltips ala Morrowind.

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jefetienne
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Re: [MOD] World Tooltips

Post by jefetienne »

emmathepony wrote: Wed Dec 16, 2020 12:41 am I officially cannot play DF without this mod anymore, I always felt like something was "missing" but couldn't quite put my finger on it and I guess one of those was the real-time tooltips ala Morrowind.
I felt the same during development whenever I'd turn it off :lol: you get so used to seeing something mouse over it.

Sorry I haven't made any updates lately, I've been preoccupied with life matters along with other side programming tasks. I definitely will update this sometime with more tooltip options and a few minor fixes.
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Hazelnut
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Re: [MOD] World Tooltips

Post by Hazelnut »

I was curious about how you did this, it's pretty neat. Couldn't find the code on your github though.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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jefetienne
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Re: [MOD] World Tooltips

Post by jefetienne »

Hazelnut wrote: Mon Feb 01, 2021 2:48 pm I was curious about how you did this, it's pretty neat. Couldn't find the code on your github though.
Sorry about that, the branch is here. I put all of the logic into one file out of laziness but essentially it does some C# reflection hacks to add itself to the HUD without class overrides, reimplements the tooltip class to my own needs, and does more C# reflection hacks to grab private and protected methods in PlayerActivate, and I optimized it as best as I could to reduce the number of tooltip text re-evaluations.

A PR I made a while ago publicized certain parts that I no longer need to do reflection on, but I'll make changes once I have the time to sit down and add new features to the mod.
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l3lessed
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Re: [MOD] World Tooltips

Post by l3lessed »

What script is it in that branch? I was interested in seeing your GUI code, but I can't locate it in the folders and directories.
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jefetienne
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Re: [MOD] World Tooltips

Post by jefetienne »

l3lessed wrote: Mon Feb 01, 2021 6:24 pm What script is it in that branch? I was interested in seeing your GUI code, but I can't locate it in the folders and directories.
https://github.com/jefetienne/daggerfal ... pWindow.cs

You can look at the branch, hit the "Compare" button to show all the added commits, then go to the "Files Changed" tab to see which files have been added or modified.
El jefe, Etienne
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