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Better levelup indicator

lefreutlefreut Member Posts: 1,462
Hello,

Looking into UI.menu, I found a piece of UI currently disabled that add a button to levelup next to the portrait.

To enable this feature, search for WORLD_LEVEL_UP_BUTTONS and remove this line enabled "0" --disable this menu for now.
Here is what it looks like:


You will also need to edit the function updateAttrTable and add these lines at the beginning: if (characters[currentID] == nil) then return end

I also made a tweak to this code to not show a button but make the portrait glow when you can levelup. Replace the whole WORLD_LEVEL_UP_BUTTONS menu with this code:
menu { name 'WORLD_LEVEL_UP_BUTTONS' align right top ignoreesc button { enabled "Infinity_CanLevelUp(0)" area 11 14 64 90 sequence 0 action "Infinity_ActivateRecord(0)" pulse 1 } button { enabled "Infinity_CanLevelUp(1)" area 11 106 64 90 sequence 0 action "Infinity_ActivateRecord(1)" pulse 1 } button { enabled "Infinity_CanLevelUp(2)" area 11 198 64 90 sequence 0 action "Infinity_ActivateRecord(2)" pulse 1 } button { enabled "Infinity_CanLevelUp(3)" area 11 290 64 90 sequence 0 action "Infinity_ActivateRecord(3)" pulse 1 } button { enabled "Infinity_CanLevelUp(4)" area 11 382 64 90 sequence 0 action "Infinity_ActivateRecord(4)" pulse 1 } button { enabled "Infinity_CanLevelUp(5)" area 11 474 64 90 sequence 0 action "Infinity_ActivateRecord(5)" pulse 1 } }

Clicking on the portrait will open the levelup screen, if you don't want this feature, replace all action "Infinity_ActivateRecord(X)"withaction "Infinity_OnPortraitLClick(X)" actionAlt "Infinity_OnPortraitRClick(X)" actionDbl "Infinity_OnPortraitDblClick(X)" actiondrag "Infinity_SwapWithPortrait(X)" actionEnter "mouseOverPortrait = X" actionExit "mouseOverPortrait = -1" actionSimpleDrag "draggedPortrait = X" actionSimpleDrop "swapPortraits(X)"
with X from 0 to 5.

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