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What's the status of kit mods?

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  • CrevsDaakCrevsDaak Member Posts: 7,155
    Uhm, there are no problems (and if they were they are getting fixed by patch 1.3) that I know of. The WeiDU function ADD_KIT is incomplete for the EE at the moment, but Wisp coded an external function library that add the missing field information to the 2DAs introduced in the EE.
    The mods not being updated is a different thing... @Ardanis‌ is the one who is in charge of updating Divine Remix AFAIK, no idea about Song and Silence sadly.
  • [Deleted User][Deleted User] Posts: 0
    edited July 2014
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    Post edited by [Deleted User] on
  • WispWisp Member Posts: 1,102
    @subtledoctor‌
    There's a fully functional example included in the download. The short version is: if you don't need any of the EE stuff, you only need to call the function with no arguments. If you want any of the EE stuff, you provide it as arguments to the function. Just be sure to grab the latest version.
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  • CamDawgCamDawg Member, Developer Posts: 3,438
    And frankly the new stuff really only affects thieves, so something like S&S is in rough shape. Adding a call to the new macro after the ADD_KIT commands should address most of the issues.
  • [Deleted User][Deleted User] Posts: 0
    edited July 2014
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  • CamDawgCamDawg Member, Developer Posts: 3,438
    It's not hard, there's just an extra step. The good news is that the softcoding of thief stuff means you can do a lot more customization with the kits; the bad news is that you need to patch the new 2das to do so. WeiDU's ADD_KIT doesn't cover the new 2das, so a new macro was written to do that for you automatically, which is the example @Wisp was talking about.
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