Re: [MOD] Archaeologists
Posted: Wed Jul 31, 2019 8:21 pm
Oh really? Watching those will me very informative, assuming these are with alpha and v0.6 of course. When did he start this series??
I called them "locator devices" and then used the term "charges", and the items use the wand inventory picture... they're basically vanilla wands with layered on behaviour that I programmed.theJF wrote: ↑Thu Aug 01, 2019 1:44 pm If my memory serves it was a little confusing that the wand is in the magic section but the charges are in the other section. I wasn't sure what the wand was or where it came from. Also the images for both items are the same, could be very slightly confusing.
Is the wand necessary? The charges could just be one-use "locators"?
I don't remember if I used the "info" button, it probably explains everything.
Now that I understand the wand appears in the magic list when the device is activated things make more sense now. If you're not happy with the term "locator" what about "sensor" or "detector"? Whatever you end up calling them they are a very neat addition to the game.Hazelnut wrote: ↑Thu Aug 08, 2019 8:14 pm I called them "locator devices" and then used the term "charges", and the items use the wand inventory picture... they're basically vanilla wands with layered on behaviour that I programmed.
It would be much simpler to call them "Locators" and treat them as single use items. The charges idea was because I had them stacking, although they didn't in your video. Seems the ones provided by the quest scripts are not stacking, will need to look at that. I think my main issue is that "Locate" is a verb and "Locator" is very non-specific. I think I will drop the charges term and call them either "Locator" or "Locator wand". Opinions?
When it activates it moves to magic items as the infused magic has been activated. This also allows you to 'use' it to switch it off.
Code: Select all
NullReferenceException: Object reference not set to an instance of an object
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUseMagicItemWindow.UpdateUsableMagicItems () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.DaggerfallUI.ProcessMessages () [0x00000] in <filename unknown>:0
at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0