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Posts from Skillwheel (mod: Moonst@r)

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3 years ago
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Minor changes to the Skillwheel mod by Azard, taken from this thread. Borrowed solution for "skill probability" from vova2112 from this thread.

Initially planned more changes (without affecting the core mechanics), but it turned out that implementing them caused the game to display things incorrectly and simply crash. I had to abandon the idea of having one button on the level-up box ("the wheel") for all factions (first screenshot showing level up). Furthermore, I abandoned adding a separate "skill probability" for each faction on the same level-up box. Perhaps I will add something in the future.

Changes related to the main mod can be seen in the screenshots below or you can download the original mod and compare.
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3 years ago
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Mооnst@r
Small changes to the Skillwheel mod by Azard, taken from this topic. Borrowed solution for "skill probability" from vova2112 from this topic.

Initially, I planned for more changes (without affecting the core), but it turned out that after implementing them, the game incorrectly displayed what was intended and simply crashed. I had to abandon the idea of having one button for all factions on the level-up box (the first screenshot shows the level-up). Then, I had to abandon the idea of adding a separate "skill probability" for each faction on the same level-up box. Perhaps I will add something in the future.

Changes related to the main mod can be seen in the screenshots below, or you can download the original mod and compare.

Do I understand correctly that, in general, this is a classic skill wheel, but with your graphical modifications?
That is, this skill wheel is tailored to the original game balance.
In reply to Narron
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3 years ago
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Narron

Am I correct in understanding that, overall, this is a classic skill tree, but with your graphical modifications?
In other words, this skill tree is tailored to the original game balance.

That's correct.
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3 years ago
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Updated the mod. Fixed the description of the "Skill Wheel" button. Added a purple highlight to the button. Increased the size of the text window with the icon to 240x500, which appears on the right when hovering over a skill or ability. "Elemental Balance" has a very long description, so it's possible that the entire text might not have fit on some resolutions.
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3 years ago
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Hmm, everything looks great, but I'm a bit concerned about the button for the gnome's skill wheel. The brown head blends in with the background in the first screenshot, and I can imagine my sister saying, "I can't see who that is." I would style the buttons to look more classic, either with a green button and a yellow emblem, or just yellow emblems.
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3 years ago
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Mооnst@r
Small changes to the Skillwheel mod by Azard, taken from this topic. Borrowed solution for "skill probability" from vova2112 from this topic.

Initially, I planned for more changes (without affecting the core), but it turned out that after implementing them, the game incorrectly displayed what was intended and simply crashed. I had to abandon the idea of a single button for all Factions on the level-up box (the first screenshot shows the level-up). Then, I had to abandon the idea of adding a separate "skill probability" for each Faction on the same level-up box. Perhaps I will add something in the future.

Changes related to the main mod can be seen in the screenshots below, or you can download the original mod and compare.

It will be necessary to test it in the game!
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
Hmm, everything is great, but I'm confused by the button for the gnome's skill wheel; the brown head blends in with the background in the first screenshot. I can imagine my sister saying, "I can't see who that is." I would style the buttons to look more classic, either with a green button and a yellow emblem, or just yellow emblems.
The icon is clearly visible. There's nothing to examine, and you won't mistake the wrong button.
Can you show an example of what you mean by "styled to look classic"? I don't quite understand.
In reply to Mооnst@r
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3 years ago
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Mооnst@r

The icon is clearly visible. There's nothing to examine, and you won't mistake the correct button.
Can you show an example of a "classic-style" one? I don't quite understand.
I won't make a mistake; I can simply guess based on the color that brown represents dwarves, but if someone isn't very familiar with the game and doesn't see very well, they might get confused (I experienced this while playing with someone), because a brown head on a brown background looks like an empty space compared to the others. This is especially noticeable when you're looking at it from the corner of your eye and the panel is out of focus, but these are just my personal preferences.

I can't show an example of a button right now; there was one in a mod for the undead raising table, and it had a green button with a yellow skull.
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
I won't make a mistake; I can simply guess that brown represents dwarves based on the color. But if a person isn't very familiar with the game and doesn't have very good eyesight, they might get confused (I experienced this while playing with someone). Because a brown head on a brown background looks like an empty space compared to the others; this is especially noticeable when you're looking at it from the corner of your eye and the panel is out of focus. But these are just my personal preferences.
It's enough to take a closer look once, and it's also the largest in the wheel and stands out against the black background with all the others. The association will work, and there shouldn't be any discomfort.
fktifzobr@mail.ru
I can't provide an example of the "reset" button right now; there was one in a mod for the undead resurrection table, and it was a green button with a yellow skull.
Okay, I understand. I initially thought about previous games in the series. No, I won't do it that way.

Added 1 hour 4 minutes ago
The idea with the necromancer button is good. I just need to make the buttons fully functional, so they can be clicked like the "wheel" in the inventory. I also need to change the icons in the wheel itself, which I don't want to do. I'll leave it as is. Maybe someone else will take it on as a project.
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3 years ago
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Lol, there were no complaints about the button in the wheel itself, X). And thank you for the Necropolis button.

Added 2 hours and 53 minutes ago
Mооnst@r

You just need to take a closer look at it once, plus it's large and on a black background with all the others in the wheel. The association will work, and there shouldn't be any discomfort.
Here, everything is correct; there were no complaints about this. What bothered me was the level-up window.
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
Lol, there were no complaints about the button in the wheel itself, X). And thanks for the Necromancer button.
I don't see the point in leaving them different colors in the wheel when they are all yellow on the buttons, and making them all yellow in the wheel turns out to be an eyesore. Thanks for the buttons.

Added after 2 hours 53 minutes
fktifzobr@mail.ru
Here, everything is correct, there were no complaints about this; it was the level-up window that bothered me.
It's about the connection between them. Okay.

Added after 6 hours 36 minutes
I apologize, but this is a forced update. Those who downloaded it, please re-download. Again, I couldn't resist not fixing the blurry textures right away. Before:

After:


In reply to Mооnst@r
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3 years ago
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Cool mod, it’s now easier for me to plan my build. Although, it lags a bit when a hero levels up...
In reply to BlueHeavenHero
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3 years ago
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Thought about it and decided to remove the version with the necromancer buttons. The visuals were terrible.
BlueHeavenHero
Cool mod, now it's easier for me to plan my build. True, it lags a bit when the hero levels up...
The mod is convenient for those who play in fullscreen mode, so they don't have to switch windows.
It also lags when you enter the hero menu. This is a problem with all mods that use a "wheel" interface. I thought it was because of my very old and weak computer.

Update: Changed the color and added borders to the icons in the "wheel". I also added the same borders to the icons on the level-up box.
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2 years ago
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Optional mod for the skill wheel mod. In the hero selection screen, it replaces the "next hero" button with a "skill wheel" button and allows you to view this wheel on the adventure map. I can't draw icons, so I took them from a fan-made manual.
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2 years ago
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I tried to recolor the icon with a different color. It's not perfect, of course, but it's not multicolored either.

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